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Some entities, like Iron Golems, offer custom attack mechanics. Should these replace the standard player attack mechanics (held item used to calculate attack damage) by default? For all examples, assume the held stack is not considered for anything like enchantments. Things like Fire Aspect or Sharpness do not apply. The held item damage is not considered at all when attacking, unless the Identity's standard attack function takes it into consideration (for example, Zombies). Example 1: Iron Golem Example 2: Husk Example 3: Parrot Example 4: Cave Spider |
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Replies: 7 comments 3 replies
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Yes! Definitely. I vouch for this but on the condition (just an idea) that speed scaling is included. That way it's much more balanced for cases like the iron golem. Alongside this, maybe remove sprinting for some amount of mobs, but keep it for mobs such as piglins and villagers/illagers |
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Yes! That would make a lot more sense. (At least, for hostile mobs, because most passive mobs can't attack) |
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Yes! You should definitely add this as it would make more sense and make some mobs have more of a use as well. |
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Maybe allow both player attack and mob attack to go through when you attack? If this is the case, the higher of the two damage amounts will be dealt to the target, and any special effects triggered by the mob attack will go through as well. |
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Only replace if the player is barehands, If it has a sword for example return to normal player activity, and for passive mobs. dont do anything (or make it a config) But if the enemy can hold a sword/item like a husk/zombie do replace while adding the mob entity held tool thing |
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Yes ypu should do that |
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Yes. That sounds super cool! |
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Only replace if the player is barehands, If it has a sword for example return to normal player activity, and for passive mobs. dont do anything (or make it a config)
But if the enemy can hold a sword/item like a husk/zombie do replace while adding the mob entity held tool thing