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Custom NPCs compatibility #59
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Thank you, I will try it out and report back if anything changes |
So, I have not worked on the stealth mechanics, but Cloak & Dagger seems promising since it overrides Wardance and works in complete conjunction with it. Because of it, I think I'll be able to solve the first issue (still gotta test it when I have time), but for the second one, I've dug all I could and I did not find anything related to wounding or blacklisting mobs. |
Cloak&Dagger doesn't override anything from PWD. PWD used to include stealth mechanics, and they were stripped out into C&D by popular demand. Wounding, I recall, is in the combat or general config under "decay blacklist". I'm pretty sure there's also a wounding percentage option that you can just set to 0. |
Hey, it seems to work! I tried configuring the NPCs as blacklisted on both stealth mechanics (achmnw) and for Wounding and it works wonders. Their health is no longer screwed when they regenerate and they seem to be doing much better. One thing I want to ask before going, I've seen that when you repeateadly hit an iron golem and then regenerate him to full hp with ingots, the next attack will do monstrous damage, even if you're unarmed. |
...huh, that's an interesting issue. Are you letting its posture regenerate in between? It could be because the golem is staggered, or you have some skill equipped. Other than that, I don't think I'm the one doing it. |
No, I am not letting its posture regenerate. I basically hit him with a bunch of attacks (I have an Apotheosis crossbow with Crescendo of Bolts) and after getting him nearly killed, I then proceed to heal him with ingots. When that happens, the golem will also take 10 damage out of nowhere, while healing, and if I land a succesful hit as soon as possibile, it will do an absurd amount of damage. |
I barely touch ranged combat, and 1.16 staggered does not deal much extra damage (it primarily negates armor), so I'm about 80% sure that's not me. Can you replicate this without PWD? |
I wasn't able to do it in these past few days, but I will see in the near future |
Ay, so I have finally tested it and I stand corrected. |
Interesting. My guess is that CustomNPCs or another mod is setting max health in another way, then when wounding inexplicably updates the mob is suddenly aware that it has too much health relative to its wounded max health and tries to compensate by damaging itself back to normal. In this case, it's fine to just set the wounding percentage to 0. I did away with wounding in 1.19+ for this reason. |
Sorry for my last post and not replying in months, I completely forgot about it, but here goes.
I love this mod and I would like to use it in my modpack "Chivalry and Wizardry". It works wonders except for one thing.
It completely screws over two main aspects of CustomNPCs.
The version is 1.16.5, latest version for both. I don't know if there's a way to disable mechanics for certain NPCs but, if there are, please let me know.
-Once again sorry for not answering at all in my previous post, it's my bad-
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