H'okay, so some of you all might remember the original version of this mod, Combat++ from back in 1.7.3 a few months ago. At that point in time, I was all excited about it and had a bunch of ideas that, looking back, were really far outside of my limited modding capabilities. This fact, combined with the fact that I got busy with school caused me to lose interest in the project, until recently.
Now, it's back, being re-written from scratch and looking to be better than ever! It's basically a completely different mod with the same goal, to make combat more engaging.
Media:
Zombie Pigmen during the transition between wearing nothing and leather armor
A fully decked out Melee Skeleton
Fully equipped Zombie Pigmen
New Conjurer skin, hostile slime
Conjurers in combat
Tamed slime army!
Third person swipe attack
Older, slightly out dated stuff:
Youtube footage of the low melee sweeping attack
INSTALL ORDER:
1. ModLoader
2 PlayerAPI or Forge
3. Whichever API wasn't installed in step 2
4. Combat++
This ensures that Combat++ has all of the files that it needs. I suggest downloading the latest version of Forge, as my edits to ItemRenderer - I don't think I can do what I need to do via Forge - modify the class. Combat++ should be compatible with every Forge based mod that does not itself modify ItemRenderer, so the majority of them.
The recent changes should greatly increase compatibility between Combat++ and other mods, however if you run into any issues let me know. Testing was done on a clean JAR file.
v 1.1.0 removed crashing caused by installing MC Forge after Combat++; instead of crashing it will simply not display animations in first person.
- In the Nether, nether fortresses still spawn the old Zombie Pigmen
- Blocking mobs that negate all damage still flash red
Current features:
Leveled equipment for Skeletons and Zombies based on your score. Skeletons and Zombie Pigmen use weapons - Swords/Axes or Bows, and bow wielding Skeletons and Zombie Pigmen have lighter armor (chain / leather only). Armor is rendered in 3D on mobs, just like as for players.
Tougher and smarter mobs - the higher level you are, the more likely NPCs are to counter you correctly, the harder they will hit, and the less damage they will take.
Custom animations for player and mobs. Blocking has a proper animation now instead of instantly rotating. Also, Skeletons, Pig zombies and Regular Zombies are more animated in combat - attack animations and aggro animations have been added for all.
Combat is now animation based: Animations fire when you click, but the associated actions do not occur until the appropriate time in the attack. This means that you can react to what mobs are doing in order to counter them, but also that mobs can react to what you're doing in order to counter YOU. Animations are exclusive - you must finish a block animation to swing your sword, and the reverse is also true, both for you and for mobs.
Blocking is now only active when the block animation is complete and the player is blocking at the proper height.
A sweeping attack when the user is crouching. For the player, it hits all targets within melee range - 5 blocks - in front of the player, splitting damage between them. More targets means less damage per entity and more durability hits to the weapon. For mobs, the attacks currently only hit the player.
Jump attacks are now power attacks, which break through blocking.
Conjurer mob: Engages in combat with the player with blazing fire and slowing, goopy slime as well as a loyal slime follower. Drops slimeballs and a rare chance of a Slime Core, which can be used to tame wild slimes.
New Slimes! Slimes can be tamed and act like wolves, but also work for entities besides the player. Their state is displayed via their "core;" a green core is wild, red core is hostile / conjured, a blue core is friendly, and a yellow core is a friendly slime that is wandering.
Future ideas:
Disarming?
Primary attack for creepers, like a headbutt?
Spider armor?
Spiders spawn webs nearby when in combat?
Fire spiders / creepers, water creepers?
Custom explosions - Set stuff on fire or turn blocks into water instead of destroying
screamer mob
King Mob
Change log:
v1.1.0:
Exhaustion added to the new sword swings, as well as blocking and taking damage. Blocking adds less exhaustion than taking flat damage
Damage immune mobs - ex: those that are blocking with diamond swords - no longer appear to be taking damage
Player Renderer issues fixed - Now properly compatible with mods that modify RenderPlayer, as well as eliminating the crash caused by installing MC Forge after Combat++
New Zombie Pigmen properly spawn in Nether Fortresses now... unfortunately as there were issues with this, resulting in the need to modify a new base class. This class is specific to Nether strongholds, so compatibility should not be affected unless it's a mod that I haven't heard of.
older versions:
v1.0.0
We're live, folks! Welcome to the full release (more will still be added, but I think it's at a point where it's enough to be called a "complete" mod
Rudimentary jump animation for mobs and player when not on creative mode - causes issues when flying otherwise
Animations are now part of the attacks for all entities - Entity is grabbed when attack starts but only attacked when on ground and halfway through animation
Slowed down attacks - normal attack slightly, swipe attack significantly
Skeletons and zombies can crit on power (jumping) attacks now
Skeletons and zombies will only power attack if their target is blocking
Minimized the code called each tick in game for better performance
Melee skeletons can now block
Blocking changed to reduce damage based on the material of the equipped sword - wood = 1/5 damage, diamond = no damage.
Better equipped mobs - higher leveled - are smarter and will counter their targets more effectively
Blocking skeletons aren't knocked back
Blocking only prevents damage if the crouching state of the defending entity matches that of the attacking entity, as well as only if you are facing the attacking entity
The player can't block if swinging and can't swing if blocking. Same for skeletons.
If the player / skeleton / zombie are hit while in the air power attacking, they'll be knocked back
Zombie Pigmen got the skeleton treatment - anything here that says skeleton also applies to pigmen, but they still have the default pigmen behavior
Spawn rates modified - group spawning numbers halved, spawn rates doubled. Conjurers spawn at the same rate as Endermen.
Fixed a couple null pointer exceptions that I missed
v0.10.0
Tightened up Slime attacking
Removed modification of modelBiped
General code changes in base classes to prepare for moving to APIs
Added PlayerAPI in order to remove edits from EntityPlayer
Added MC Forge in order to maximize compatibility. ItemRenderer is still modified but now it is fully compatible with the latest version of MC forge
PlayerAPI and MC Forge are now REQUIRED for Combat++ to function. Install order: Install Modloader before MC Forge, and both MC Forge and PlayerAPI before Combat++.
v0.9.1
Arrows fired by ranged skeletons behave normally again
A few behind the scenes class edits / additions / modifications to allow me to work on ranged combat without additional base class modifications - part of this was in 0.9 and was the cause of the primary glitch fixed this patch.
v0.9
Slimes now know how to swim, or at least float in water instead of drowning
Slimes pursue targets faster
Slimes follow owners better, and jump less when they're close
Conjurer slimes no longer reward experience
Wandering slimes now have a custom skin (Yellow core) so you can easily tell that they're not following you
Wandering slimes now properly wander, slowly. Working on the wandering AI, but for now if you're not using them you might want to leave them in a closed room.
Mobs now scale with player score instead of in game days played on the world
Mob equipment scaling improved - No more random equipment sets. Leather will appear from levels 8 to 21, chain from 17 to 29, gold from 25 to 38, steel from 34 to 47, and diamond armor starts at 43. Overlapping levels are a smooth phase out of the older armor. Also, swords are wood until 13, stone until 24, gold until 35, steel until 46, and then diamond
Ranged skeletons move faster
Ranged skeleton damage scales - custom arrow class so I can do other fun stuff with arrows later
Zombie damage scales
v 0.8.2:
Fixed Conjurer and slime interactions so that slimes don't despawn every few seconds
Slimes should now attack properly - size 1 slimes should do no damage.
v 0.8.1: List started
Conjurers properly check if slimes can spawn in the location before spawning them there.
Slime movement is a bit better
Conjurers have casting animations now
New skins for slimes
New skin for conjurers
Tamed slimes don't drop slimeballs anymore
Conjurers now drop slimeballs and a rare chance of a Slime Core - used to tame wild Slimes
Wild slimes can be tamed now!
Licensing / legal stuff:
- Feel free to download, decompile and look through my code, but
- Ask before using this mod in any other mod / mod pack. Permission will usually be granted, as long as you ask first.
- Only place this should be uploaded is here, in this thread, by me, Feldspar. Don't upload it elsewhere without a. asking and, if I give permission, b. crediting me.
- Feel free to take screenshots or videos of this mod, and also feel free to post them in this thread!
- Any other questions, send me a PM beforehand.
Licensed under a Creative Commons Attribution-NonCommercial License:
great looking mod! love the idea of advanced combat
Rollback Post to RevisionRollBack
If my suggestion helped you or was funny, please click that little green + in my corner. I'm waiting for you to click it.....c'mon you know you wnat to click it..........................JUST CLICK THE BUTTON ALREADY! oh. sorry. I must have over-reacted back there.
Hrm, the primary reason I'm not doing much with the bows is that I felt they were in an okay place after playing with them for a while after the update, especially now that a fully charged bow is stronger than a diamond sword. However, after reading this already, I'm probably going to do something with the ranged weapon system, although I don't know what.
I'm planning on making this mod more of a mechanics mod with less adding of items - this was the long term goal of the first rendition as well - but at the time I felt it was necessary to add new weapons. This will also help with compatibility.
Only problem i have with this mod, is that it's incompatible with aSakofDonut's Dual wielding mod, they both edit the n.class , but i'll ask him to make a patch (:
Only problem i have with this mod, is that it's incompatible with aSakofDonut's Dual wielding mod, they both edit the n.class , but i'll ask him to make a patch (:
Huh, if he's got dual wielding down with only modifying one of these base classes - I forget which class n is - I'll probably have to talk to him about how he accomplished that - all 3 base classes are modified for animation for the player.
Also, finishing up the conjurer - caster guy. He attacks with fireballs and slows with slimeballs, and summons slimes to his defense. Working on writing a combination class of slimes and wolves so as to make the slimes he summons be able to help him in combat, but also potentially be tamed by the player. Will replace the current slime in the same way as already done with skeletons and zombies, and will eventually be done with creepers and spiders.
After that, I'm gonna look into a possible mechanic for ranged combat that, if it works, will bring with it some of the bows from the original version. No guarantees, however, as the idea is only theory right now and I'm not gonna be able to look at code to see if it'll work until I get off work.
Next on the list is an animation for jump attacks. They probably won't show in first person as it would require a lot of work with OpenGL, which was an insane pain just for the low swing. The jump mechanic will still apply.
Huh, if he's got dual wielding down with only modifying one of these base classes - I forget which class n is - I'll probably have to talk to him about how he accomplished that - all 3 base classes are modified for animation for the player.
He edits 2-3 base classes i think, but only the n class is incompatible.
this mod looks like it could be great, consider it bookmarked :biggrin.gif:
a suggestion
instead of mobs armor increasing as time increases how about setting it to be based off the players current level. if the strength of mob armor is based off level then players who aren't off killing mobs every night won't be out facing diamond armored mobs. player going hunting however will have the mobs scaling their armor with the player.
Rollback Post to RevisionRollBack
"why didn't i do that? because that would make sense."
Hrm, the primary reason I'm not doing much with the bows is that I felt they were in an okay place after playing with them for a while after the update, especially now that a fully charged bow is stronger than a diamond sword. However, after reading this already, I'm probably going to do something with the ranged weapon system, although I don't know what.
I'm planning on making this mod more of a mechanics mod with less adding of items - this was the long term goal of the first rendition as well - but at the time I felt it was necessary to add new weapons. This will also help with compatibility.
yes i do not think adding a bunch of new items will do any good, there are already mods for that :smile.gif: if u can perfect the mechanics that would be a success. ( i can predict many a download ) :smile.gif: THANX FIR TEST VERSION will try it out tonight :tongue.gif:
this mod looks like it could be great, consider it bookmarked :biggrin.gif:
a suggestion
instead of mobs armor increasing as time increases how about setting it to be based off the players current level. if the strength of mob armor is based off level then players who aren't off killing mobs every night won't be out facing diamond armored mobs. player going hunting however will have the mobs scaling their armor with the player.
HOW DO I USE THE LOW MELEE ATTACK? i have it installed with ninja mod, millinare, tale of kingdoms, mystic dragons, smart move mod, custom npc's mod and castle defenders. :biggrin.gif:oh and mineskyrim modOMW if slow motion works aswell i will have an epic mod pack (so sad balkons weapon mod does not work with this compilation :sad.gif: **** sorry for spamming all over your post :tongue.gif:
HOW DO I USE THE LOW MELEE ATTACK? i have it installed with ninja mod, millinare, tale of kingdoms, mystic dragons, smart move mod, custom npc's mod and castle defenders. :biggrin.gif:
oh and mineskyrim mod
OMW if slow motion works aswell i will have an epic mod pack (so sad balkons weapon mod does not work with this compilation :sad.gif: **** sorry for spamming all over your post :tongue.gif:
yeah thanx after reading the OP more i saw it, @Feldspar: great so far :smile.gif: thanx, not conflicting at all with anything except wen i go out to F5 view the animations are not there still great mod hope u accomplish all your goals with it and mooaaaaaar >_<
HOW DO I USE THE LOW MELEE ATTACK? i have it installed with ninja mod, millinare, tale of kingdoms, mystic dragons, smart move mod, custom npc's mod and castle defenders. :biggrin.gif:
oh and mineskyrim mod
OMW if slow motion works aswell i will have an epic mod pack (so sad balkons weapon mod does not work with this compilation :sad.gif: **** sorry for spamming all over your post :tongue.gif:
yeah thanx after reading the OP more i saw it, @Feldspar: great so far :smile.gif: thanx, not conflicting at all with anything except wen i go out to F5 view the animations are not there still great mod hope u accomplish all your goals with it and mooaaaaaar >_<
After looking through your list of mods, I'm pretty sure one of them also modifies the ModelBiped class. Might cause a crash if you aggro one of my zombies, as it sets a variable that I added to ModelBiped, but beyond that, should be good, just no third person animations.
Also: V 0.8 is out! This version adds a new mob - the Conjurer. It's almost finished - just need to give him attack animations, an item to drop and a proper skin. Anyway, this guy's gonna be fun.
Conjurer:
Will either attack you with a fireball or a slimeball.
Fireballs: These are the same as those used by the Blaze mob, the only difference is that the conjurer only fires one.
Slimeballs: slows you down for a period of time.
If he does not have a slime follower, he will summon a slime of either size 1 or 2 to defend him.
When he's attacked, or if he decides to attack you, all slimes following him will come to his aid and attack you! Size 2 slimes do a small amount of damage to you (just as they do in the base Minecraft) and size 1 slimes just bump into you.
When he dies, all slimes linked to him will vanish.
Conjurers behave similar to spiders in that they only spawn when it is dark and become neutral when exposed to enough light, but they will attack back during the day.
Conjurers haven't quite mastered the art of pulling a slime out of thin air, and there's a good chance that the slime might spawn inside blocks and thus suffocate and die, causing the conjurer to try the summon again. However, better training is in the works, so expect less summon failing (and thus harder conjurers, as you won't have a free window to hit them while they keep failing to summon) in future versions.
Also added in this version are follow slimes - the same ones mentioned above. They're based on wolves and respond the same way, only they can follow NPCs as well. They replace the default slime in game, and act the same when untamed.
Slimes do have a couple issues in their current state:
1. Slimes might not work as intended with a player owner - Wild slimes use the same spawn method as the default slimes did, I couldn't find any to test taming on. Could cause crashes, but might also follow you around. Player defending is not implemented yet.
2. Right clicking on a tamed slime with meat will heal them like a wolf, even if it's following a conjurer.
If you find a wild slime and are willing to risk a crash (from looking at the code, it shouldn't but I'm not willing to guarantee that yet), try right clicking them with a bone, as I haven't changed the taming code from wolves).
v0.8.1 is out! It contains the following changes / fixes:
- Conjurers properly check if slimes can spawn in the location before spawning them there.
- Slime movement is a bit better
- Conjurers have casting animations now
- New skins for slimes
- New skin for conjurers
- Tamed slimes don't drop slimeballs anymore
- Conjurers now drop slimeballs and a rare chance of a Slime Core - used to tame wild Slimes
- Wild slimes can be tamed now!
By Feldspar
H'okay, so some of you all might remember the original version of this mod, Combat++ from back in 1.7.3 a few months ago. At that point in time, I was all excited about it and had a bunch of ideas that, looking back, were really far outside of my limited modding capabilities. This fact, combined with the fact that I got busy with school caused me to lose interest in the project, until recently.
Now, it's back, being re-written from scratch and looking to be better than ever! It's basically a completely different mod with the same goal, to make combat more engaging.
Media:
Zombie Pigmen during the transition between wearing nothing and leather armor
A fully decked out Melee Skeleton
Fully equipped Zombie Pigmen
New Conjurer skin, hostile slime
Conjurers in combat
Tamed slime army!
Third person swipe attack
Older, slightly out dated stuff:
Youtube footage of the low melee sweeping attack
Skeletons showing off their fancy digs
Mobs have an interesting fashion sense...
Skeleton attacking with a bow
Downloads:
REQUIRES Modloader, Minecraft Forge, and Player API.
INSTALL ORDER:
1. ModLoader
2 PlayerAPI or Forge
3. Whichever API wasn't installed in step 2
4. Combat++
This ensures that Combat++ has all of the files that it needs. I suggest downloading the latest version of Forge, as my edits to ItemRenderer - I don't think I can do what I need to do via Forge - modify the class. Combat++ should be compatible with every Forge based mod that does not itself modify ItemRenderer, so the majority of them.
The recent changes should greatly increase compatibility between Combat++ and other mods, however if you run into any issues let me know. Testing was done on a clean JAR file.
v 1.1.0 removed crashing caused by installing MC Forge after Combat++; instead of crashing it will simply not display animations in first person.
Version 1.1.0 as of 12/23/11:
- Adf.ly / Direct (Dropbox)
Known issues with current version:
Current features:
Future ideas:
Disarming?
Primary attack for creepers, like a headbutt?
Spider armor?
Spiders spawn webs nearby when in combat?
Fire spiders / creepers, water creepers?
Custom explosions - Set stuff on fire or turn blocks into water instead of destroying
screamer mob
King Mob
Change log:
v1.1.0:
older versions:
v1.0.0
- We're live, folks! Welcome to the full release (more will still be added, but I think it's at a point where it's enough to be called a "complete" mod
- Rudimentary jump animation for mobs and player when not on creative mode - causes issues when flying otherwise
- Animations are now part of the attacks for all entities - Entity is grabbed when attack starts but only attacked when on ground and halfway through animation
- Slowed down attacks - normal attack slightly, swipe attack significantly
- Skeletons and zombies can crit on power (jumping) attacks now
- Skeletons and zombies will only power attack if their target is blocking
- Minimized the code called each tick in game for better performance
- Melee skeletons can now block
- Blocking changed to reduce damage based on the material of the equipped sword - wood = 1/5 damage, diamond = no damage.
- Better equipped mobs - higher leveled - are smarter and will counter their targets more effectively
- Blocking skeletons aren't knocked back
- Blocking only prevents damage if the crouching state of the defending entity matches that of the attacking entity, as well as only if you are facing the attacking entity
- The player can't block if swinging and can't swing if blocking. Same for skeletons.
- If the player / skeleton / zombie are hit while in the air power attacking, they'll be knocked back
- Zombie Pigmen got the skeleton treatment - anything here that says skeleton also applies to pigmen, but they still have the default pigmen behavior
- Spawn rates modified - group spawning numbers halved, spawn rates doubled. Conjurers spawn at the same rate as Endermen.
- Fixed a couple null pointer exceptions that I missed
v0.10.0
- Tightened up Slime attacking
- Removed modification of modelBiped
- General code changes in base classes to prepare for moving to APIs
- Added PlayerAPI in order to remove edits from EntityPlayer
- Added MC Forge in order to maximize compatibility. ItemRenderer is still modified but now it is fully compatible with the latest version of MC forge
- PlayerAPI and MC Forge are now REQUIRED for Combat++ to function. Install order: Install Modloader before MC Forge, and both MC Forge and PlayerAPI before Combat++.
v0.9.1
- Arrows fired by ranged skeletons behave normally again
- A few behind the scenes class edits / additions / modifications to allow me to work on ranged combat without additional base class modifications - part of this was in 0.9 and was the cause of the primary glitch fixed this patch.
v0.9
- Slimes now know how to swim, or at least float in water instead of drowning
- Slimes pursue targets faster
- Slimes follow owners better, and jump less when they're close
- Conjurer slimes no longer reward experience
- Wandering slimes now have a custom skin (Yellow core) so you can easily tell that they're not following you
- Wandering slimes now properly wander, slowly. Working on the wandering AI, but for now if you're not using them you might want to leave them in a closed room.
- Mobs now scale with player score instead of in game days played on the world
- Mob equipment scaling improved - No more random equipment sets. Leather will appear from levels 8 to 21, chain from 17 to 29, gold from 25 to 38, steel from 34 to 47, and diamond armor starts at 43. Overlapping levels are a smooth phase out of the older armor. Also, swords are wood until 13, stone until 24, gold until 35, steel until 46, and then diamond
- Ranged skeletons move faster
- Ranged skeleton damage scales - custom arrow class so I can do other fun stuff with arrows later
- Zombie damage scales
v 0.8.2:
- Fixed Conjurer and slime interactions so that slimes don't despawn every few seconds
- Slimes should now attack properly - size 1 slimes should do no damage.
v 0.8.1: List started
- Conjurers properly check if slimes can spawn in the location before spawning them there.
- Slime movement is a bit better
- Conjurers have casting animations now
- New skins for slimes
- New skin for conjurers
- Tamed slimes don't drop slimeballs anymore
- Conjurers now drop slimeballs and a rare chance of a Slime Core - used to tame wild Slimes
- Wild slimes can be tamed now!
Licensing / legal stuff:
- Feel free to download, decompile and look through my code, but
- Ask before using this mod in any other mod / mod pack. Permission will usually be granted, as long as you ask first.
- Only place this should be uploaded is here, in this thread, by me, Feldspar. Don't upload it elsewhere without a. asking and, if I give permission, b. crediting me.
- Feel free to take screenshots or videos of this mod, and also feel free to post them in this thread!
- Any other questions, send me a PM beforehand.
Licensed under a Creative Commons Attribution-NonCommercial License:
I'm planning on making this mod more of a mechanics mod with less adding of items - this was the long term goal of the first rendition as well - but at the time I felt it was necessary to add new weapons. This will also help with compatibility.
For the low sweep attack , maybe it should knock over the enemy or something? or they could get stunned ?
Huh, if he's got dual wielding down with only modifying one of these base classes - I forget which class n is - I'll probably have to talk to him about how he accomplished that - all 3 base classes are modified for animation for the player.
Also, finishing up the conjurer - caster guy. He attacks with fireballs and slows with slimeballs, and summons slimes to his defense. Working on writing a combination class of slimes and wolves so as to make the slimes he summons be able to help him in combat, but also potentially be tamed by the player. Will replace the current slime in the same way as already done with skeletons and zombies, and will eventually be done with creepers and spiders.
After that, I'm gonna look into a possible mechanic for ranged combat that, if it works, will bring with it some of the bows from the original version. No guarantees, however, as the idea is only theory right now and I'm not gonna be able to look at code to see if it'll work until I get off work.
Next on the list is an animation for jump attacks. They probably won't show in first person as it would require a lot of work with OpenGL, which was an insane pain just for the low swing. The jump mechanic will still apply.
He edits 2-3 base classes i think, but only the n class is incompatible.
a suggestion
instead of mobs armor increasing as time increases how about setting it to be based off the players current level. if the strength of mob armor is based off level then players who aren't off killing mobs every night won't be out facing diamond armored mobs. player going hunting however will have the mobs scaling their armor with the player.
yes i do not think adding a bunch of new items will do any good, there are already mods for that :smile.gif: if u can perfect the mechanics that would be a success. ( i can predict many a download ) :smile.gif: THANX FIR TEST VERSION will try it out tonight :tongue.gif:
this is a genius idea
Hold shift and left click.
yeah thanx after reading the OP more i saw it, @Feldspar: great so far :smile.gif: thanx, not conflicting at all with anything except wen i go out to F5 view the animations are not there still great mod hope u accomplish all your goals with it and mooaaaaaar >_<
After looking through your list of mods, I'm pretty sure one of them also modifies the ModelBiped class. Might cause a crash if you aggro one of my zombies, as it sets a variable that I added to ModelBiped, but beyond that, should be good, just no third person animations.
Also: V 0.8 is out! This version adds a new mob - the Conjurer. It's almost finished - just need to give him attack animations, an item to drop and a proper skin. Anyway, this guy's gonna be fun.
Conjurer:
Will either attack you with a fireball or a slimeball.
Fireballs: These are the same as those used by the Blaze mob, the only difference is that the conjurer only fires one.
Slimeballs: slows you down for a period of time.
If he does not have a slime follower, he will summon a slime of either size 1 or 2 to defend him.
When he's attacked, or if he decides to attack you, all slimes following him will come to his aid and attack you! Size 2 slimes do a small amount of damage to you (just as they do in the base Minecraft) and size 1 slimes just bump into you.
When he dies, all slimes linked to him will vanish.
Conjurers behave similar to spiders in that they only spawn when it is dark and become neutral when exposed to enough light, but they will attack back during the day.
Conjurers haven't quite mastered the art of pulling a slime out of thin air, and there's a good chance that the slime might spawn inside blocks and thus suffocate and die, causing the conjurer to try the summon again. However, better training is in the works, so expect less summon failing (and thus harder conjurers, as you won't have a free window to hit them while they keep failing to summon) in future versions.
Also added in this version are follow slimes - the same ones mentioned above. They're based on wolves and respond the same way, only they can follow NPCs as well. They replace the default slime in game, and act the same when untamed.
Slimes do have a couple issues in their current state:
1. Slimes might not work as intended with a player owner - Wild slimes use the same spawn method as the default slimes did, I couldn't find any to test taming on. Could cause crashes, but might also follow you around. Player defending is not implemented yet.
2. Right clicking on a tamed slime with meat will heal them like a wolf, even if it's following a conjurer.
If you find a wild slime and are willing to risk a crash (from looking at the code, it shouldn't but I'm not willing to guarantee that yet), try right clicking them with a bone, as I haven't changed the taming code from wolves).
- Conjurers properly check if slimes can spawn in the location before spawning them there.
- Slime movement is a bit better
- Conjurers have casting animations now
- New skins for slimes
- New skin for conjurers
- Tamed slimes don't drop slimeballs anymore
- Conjurers now drop slimeballs and a rare chance of a Slime Core - used to tame wild Slimes
- Wild slimes can be tamed now!