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(most) promy mobs should have a random animationsub matchinga random element at spawn.

Open TeoTwawki opened this issue 4 years ago • 3 comments

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Additional Information (Steps to reproduce/Expected behavior) : I thought this was done way back in DSP, but looked today while answering a question and found that it wasn't.

Your typical wanderer or weeper etc will have a random elemental core, and each element also should have its own droplist. For example you won't find Fleeting Memory (Wind) and Burning Memory (fire) on the same kill.

This is a prime candidate for a mixin. Functions to be used must set animation sub (has a binding) set the drop list ID (has a binding) and set the mobs element (no binding yet) and possibly set resist ID (no binding yet) or just set mods to adjust resistances (has binding). This is very doable.

TeoTwawki avatar Nov 18 '21 21:11 TeoTwawki

Would this be a mixin in families?

Enedin9000 avatar Feb 07 '22 00:02 Enedin9000

Would this be a mixin in families?

Mixins can be as fine grained as needed to be. To not apply a mixin to a mob we just don't include the mixin on that mobs script. The families subfolder was merely logical organization for the sake of humans.

TeoTwawki avatar Feb 07 '22 01:02 TeoTwawki

Additional info on this:

Promyvion mobs in general have several copies of the same mob models, which vary only in which elements they can use.

So for this we need to account for mob model AND animationSub to determine correct element.

Xaver-DaRed avatar May 22 '24 22:05 Xaver-DaRed