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The future of mob waves #383
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How about add a max waves trigger? |
I may have a fix to the Problem "kills that are not done by a player are not counted": I think its pretty easy to detect if mobs are dying at all in a specific Radius around the sign, isn't it? |
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. |
Hey any good news about this? |
@DrOreo002 It will probably not be done in 2019. |
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 |
For the last comment, if you’re using MythicMobs it can be done with variables. |
Really ? I will look into that |
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:
I'd like DungeonsXL to become a well-working replacement for https://dev.bukkit.org/projects/zarena. This might offer some inspiration.
~ Regards, Sataniel
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