fix various issues and add adaptive creeper fuse
This commit is contained in:
@@ -31,15 +31,15 @@ Mob-specific tiers can rise further when players repeatedly kill the same mob ty
|
||||
|
||||
At the highest default tier, eligible hostile mobs receive:
|
||||
|
||||
- `+75%` max health.
|
||||
- `+45%` attack damage when the mob has an attack damage attribute.
|
||||
- `+5%` movement speed.
|
||||
- `+95%` max health.
|
||||
- `+60%` attack damage when the mob has an attack damage attribute.
|
||||
- `+7%` movement speed.
|
||||
- `+25%` follow range.
|
||||
- `+4` armor.
|
||||
- `+0.10` knockback resistance.
|
||||
- `+6` armor.
|
||||
- `+0.18` knockback resistance.
|
||||
- A heal to the new maximum health after scaling is applied.
|
||||
|
||||
Spawn pressure is also at its highest default value: natural and chunk-generation hostile spawns have a `25%` chance to add one extra mob of the same type nearby. Extra spawns are capped at one per spawn event, obey normal spawn/collision checks, cannot recursively trigger more extras, and are skipped when the local hostile density cap is already reached.
|
||||
Spawn pressure is also at its highest default value: natural and chunk-generation hostile spawns have a `40%` chance to add one extra mob of the same type nearby. Extra spawns are capped at one per spawn event, obey normal spawn/collision checks, cannot recursively trigger more extras, and are skipped when the local hostile density cap is already reached.
|
||||
|
||||
## Mob-Specific Tier 5 Behavior
|
||||
|
||||
|
||||
Reference in New Issue
Block a user