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The future of mob waves #383

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Sataniel98 opened this issue May 1, 2018 · 8 comments
Open

The future of mob waves #383

Sataniel98 opened this issue May 1, 2018 · 8 comments

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@Sataniel98
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Sataniel98 commented May 1, 2018

This is a discussion thread about wave and mob triggers. I hope to read some ideas and impulses :)

Currently, mob waves are global per dungeon and rather unintuitive to setup. Problems that I see here are:

Ideas:

There will be 2 (or more) wave signs in dungeon. Each wave sign will have their mob spawn signs, which they will trigger and count their mobs.

It can be used for multiple connected rooms in one dungeon with different spawns.
~ @koca2000

different / customized amount of mobs spawned based on:

how many players are playing - e.g. mobs amount could be doubled or tripled when there are more plays join a dungeon.
infinite times, there are always fixed amount of mobs alive - force players to push through a mob wave in certain map areas.
when there is no more player nearby, halt the mobs spawning (improve server performance)
~ @k-jiang

It would be nice if there was a respawn timer on the Mobs sign.
Would be usefull for rooms where you gotta grind a mob to find a key
@Flemse12

  • Scoreboards that show information similar to /dxl game could be a nice addition. However, compatibility with other scoreboard system must be kept. It would of course be easier to add a few placeholders and to let a separate scoreboard plugin do this, but that could hardly differentiate between dungeon worlds and the main world where dungeon game related scoreboard placeholders make no sense.
  • Mob signs could get an additional parameter that adds a "wave ID" to the spawned DMobs (DMob = mobs registered by DungeonsXL / spawned through a "Mob" sign). Mobs killed should only be counted for the wave that belongs to this ID. The wave ID might refer to different wave signs that also need to have the respective wave ID.
  • Split progress trigger

I'd like DungeonsXL to become a well-working replacement for https://dev.bukkit.org/projects/zarena. This might offer some inspiration.

~ Regards, Sataniel

@MikuSnow
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MikuSnow commented Jan 2, 2019

How about add a max waves trigger?
[Wave]
1
true
W 1-2
Means: kill 100% and max trigger two times.

@ghost
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ghost commented Jan 9, 2019

I may have a fix to the Problem "kills that are not done by a player are not counted":
What if you add 2 parameters to the Wave Trigger?
W (Percentage to kill) (How many are spawned) (block radius around the sign)
Like W 1,10,20
Meaning: 10 Mobs have to be killed in a Radius of 20 Blocks.
But people still could use the W (Percentage) trigger if there is no Chance of mobs dying not by the player.

I think its pretty easy to detect if mobs are dying at all in a specific Radius around the sign, isn't it?
(Still won't fix global mob death detection or?) But it would still be a solution to make the sign More customizable, and detect the non-player kills.

@Sataniel98
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I may have a fix to the Problem "kills that are not done by a player are not counted":
What if you add 2 parameters to the Wave Trigger?
W (Percentage to kill) (How many are spawned) (block radius around the sign)
Like W 1,10,20
Meaning: 10 Mobs have to be killed in a Radius of 20 Blocks.
But people still could use the W (Percentage) trigger if there is no Chance of mobs dying not by the player.

I think its pretty easy to detect if mobs are dying at all in a specific Radius around the sign, isn't it?
(Still won't fix global mob death detection or?) But it would still be a solution to make the sign More customizable, and detect the non-player kills.

An even easier fix for this is to have a counter for died mobs instead of or in addition to killed mobs - both might be interesting for a statistics feature. That's not so complicated as all dungeon mobs are already tracked. The problem I see with a range based approach is that if a mob is spawned but not killed within the radius (or killed but not spawned within it, depending on what is decisive) it is not counted.

@DrOreo002
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Hey any good news about this?

@Sataniel98
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@DrOreo002 It will probably not be done in 2019.

This was referenced Feb 22, 2019
@Sataniel98 Sataniel98 modified the milestones: Beta 0.18, Beta 0.19 Apr 9, 2019
@Gandalf-Le-Dev
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Instead of that : It's boring to get just a few more of the same mobs over and over again. It would be great to have mobs with increasing strength / speed etc. and skills.

Just have the possibility to add level of difficulty true a GUI and we add our own monsters to those difficulties

@RogerPlaysMC
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For the last comment, if you’re using MythicMobs it can be done with variables.

@Gandalf-Le-Dev
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Really ? I will look into that

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