How the Damage Option works

Discussion in 'Support' started by JonoStanton, May 11, 2019.

  1. JonoStanton

    JonoStanton New Member

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    Hi, I was making an iron golem boss and realized quickly that his damage was super op. After turning down the damage to 0.01:
    Code:
    Epimetheus:
      Mobtype: IRON_GOLEM
      Display: '&8Epimetheus'
      Damage: 0.01
    He still managed to do a hefty amount of damage while in iron armor. I decided to turn it down to 0 and create a skill that activated ~onAttack to control the damage output and found out that regardless of changing the damage to 0:
    Code:
    Epimetheus:
      Mobtype: IRON_GOLEM
      Display: '&8Epimetheus'
      Damage: 0
    He still did 2 and a half hearts with full iron armor.
    Does anyone know how this actually affects the damage and what the scale is?
     
    #1
  2. Buguser

    Buguser Active Member
    Supporter Quality Assurance Moderator

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    1 damage = 0.5 hearts. Thus a mob with 6 damage will deal 3 hearts of damage.
    If you set the damage to 0 the mob will deal vanilla like damage.

    If you want to prevent the mob from dealing any damage you could use a skill like this:

    Skill.yml:
    Code:
    CancelAttackEvent:
      Skills:
      - CancelEvent
    Mob.yml:
    Code:
    NoAttackMob:
      Type: IRON_GOLEM
      Skills:
      - skill{s=CancelAttackEvent;sync=true} ~onAttack
     
    #2
  3. JonoStanton

    JonoStanton New Member

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    When I do say 4 damage the Iron Golem is basically one hitting me dealing 8-10 hearts.
     
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  4. Buguser

    Buguser Active Member
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    Well, iron golems also deal falling damage... But are you using any mob damage modifying plugins?
     
    #4
  5. JonoStanton

    JonoStanton New Member

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    I don't believe so, what are some plugins that might affect it?
     
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