Comments (1)
This will allow super-mario-esque enemies that must be avoided rather than "conqured"
This may be possible now by setting the player hp to 1 heart 😈
Another application is that when you come near a mob, a function runs that gives you a prize or a key.
Hmm, yes the events thing. I had something similar planned for mod-interactions (dialog: #4) but i'm not sure how the whole setup-concept (placing blocks to configure it) should work.
Possibly with a "master" node in which you can select a function for certain actions or maybe even with a Luacontroller (#15) but this would be the more complicated approach...
from epic.
Related Issues (20)
- cleanup day-night ratio only if actually set by the mod
- cleanup waypoints after death
- co-op concept
- investigate non-called abort functions
- digiline configuration support
- Check armor block doesnt work HOT 6
- On_abort + unstash inv bug HOT 8
- send mapblock crashes server HOT 4
- Clear inv block
- Add contributors HOT 1
- Add per-block documentation
- cleanup the whole indent mess
- The on_abort code doesnt seem to run when player leaves HOT 1
- [feature request] set area block, switch nodes block
- add the armor inventory to the stash inventory block
- Add the bags inventory to the stash inventory block, it bags are installed.
- EPIC game stops on player rejoin but not send player to spawnpoint
- Infinite loops easy to make HOT 3
- Unstash inventory does not seem to work HOT 3
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from epic.