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Make Monsters Unbound Standalone (#1154)
* make Monsters Unbound standalone * heal mobs after init * add phantom drowning to MU * add more SR scoreboards for compat * fix100% resistance Fixes a bug where a resistance level over 4 might not be counted * add function tags for armor and health regen timers * that should be @s (oops) * various small changes - slowed health regeneration - armor now regenerates even if health is not full - fixed up the arrow damage function tag * fix shields blocking everything * Balance changes - Volatile Elite needs to be within 22 blocks of its target to shoot - Breach enchantment increases damage to armor by 15% per level (calculated from post-mitigation damage) - Piglin Brutes added to modified entities - armor toughness reworked to give more defense against low damage attacks - parry deals 100% of player attack_damage attribute - damage to armor can only happen every 10 ticks - protection damage reduction per level 1% -> 2% - armor reaching 0 from an attack triggers an armor break, doubling recharge cooldown but reducing damage taken by max armor * update protection levels * balance updates - Health regeneration timer reduced from 30 > 10 seconds, time between hearts reduced from 10 > 2 seconds - Armor Toughness damage reduction has been improved by ~50% - Mobs from spawners now get updated by Survival Refightalized, except for health and gear changes - Trident drowned damage reduced from 12 > 4.5 - 9.0 - Most mobs have slightly increased stats * whoops forgor * fix player trident damage bug * balance update - mobs from spawners can't be elites anymore - killing a mob resets regen timer - increased mob damage a small amount - decreased armor toughness effect a small amount, no longer works against armor piercing effects
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gm4_monsters_unbound/beet.yaml

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id: gm4_monsters_unbound
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name: Monsters Unbound
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version: 1.0.X
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version: 1.1.X
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data_pack:
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load: .
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required:
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lib_forceload: 1.3.0
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lib_lore: 1.1.0
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gm4_survival_refightalized: 1.0.0
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schedule_loops:
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- tick
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- main
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- slow_clock
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website:
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description: Mobs gain special effects based on their biome.
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recommended:
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- gm4_survival_refightalized
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video: null
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wiki: https://wiki.gm4.co/wiki/Monsters_Unbound
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credits:

gm4_monsters_unbound/data/gm4/advancement/monsters_unbound_elite_kill.json

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},
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"frame": "task"
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},
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"parent": "gm4:survival_refightalized_armor_damage",
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"parent": "gm4:root",
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"criteria": {
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"kill_elite": {
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"trigger": "minecraft:player_killed_entity",

gm4_monsters_unbound/data/gm4_monsters_unbound/function/clocks/elite/zephyr_process.mcfunction

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# schedule from mob/process/elite/zephyr/skeleton/start
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scoreboard players set $keep_tick.elite_process_zephyr gm4_mu_keep_tick 0
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execute as @e[type=#gm4_survival_refightalized:skeleton_types,tag=gm4_mu_elite.zephyr_skeleton_burst] at @s run function gm4_monsters_unbound:mob/process/elite/zephyr/skeleton/arrow_burst
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execute as @e[type=#gm4_monsters_unbound:skeleton_types,tag=gm4_mu_elite.zephyr_skeleton_burst] at @s run function gm4_monsters_unbound:mob/process/elite/zephyr/skeleton/arrow_burst
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execute if score $keep_tick.elite_process_zephyr gm4_mu_keep_tick matches 1 run schedule function gm4_monsters_unbound:clocks/elite/zephyr_process 3t
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scoreboard players set $prepicked_elite gm4_mu_data 46
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summon skeleton ~ ~ ~ {Tags:["gm4_mu_elite","gm4_mu_debug_mob"]}
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execute as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute if score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute unless score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_monsters_unbound:mob/init/initialize
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scoreboard players set $prepicked_elite gm4_mu_data 46
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summon zombie ~ ~ ~ {Tags:["gm4_sr_was_baby","gm4_mu_debug_mob"]}
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execute as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute if score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute unless score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_monsters_unbound:mob/init/initialize
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scoreboard players set $prepicked_elite gm4_mu_data 96
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summon skeleton ~ ~ ~ {Tags:["gm4_mu_elite","gm4_mu_debug_mob"]}
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execute as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute if score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute unless score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_monsters_unbound:mob/init/initialize
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scoreboard players set $prepicked_elite gm4_mu_data 96
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summon zombie ~ ~ ~ {Tags:["gm4_sr_was_baby","gm4_mu_debug_mob"]}
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execute as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute if score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute unless score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_monsters_unbound:mob/init/initialize
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scoreboard players set $prepicked_elite gm4_mu_data 1
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summon skeleton ~ ~ ~ {Tags:["gm4_mu_elite","gm4_mu_debug_mob"]}
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execute as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute if score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute unless score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_monsters_unbound:mob/init/initialize
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scoreboard players set $prepicked_elite gm4_mu_data 1
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summon zombie ~ ~ ~ {Tags:["gm4_sr_was_baby","gm4_mu_debug_mob"]}
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execute as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute if score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute unless score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_monsters_unbound:mob/init/initialize
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scoreboard players set $prepicked_elite gm4_mu_data 16
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summon skeleton ~ ~ ~ {Tags:["gm4_mu_elite","gm4_mu_debug_mob"]}
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execute as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute if score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_survival_refightalized:mob/init/calc_difficulty_overworld
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execute unless score gm4_survival_refightalized load.status matches 1.. as @n[tag=gm4_mu_debug_mob] run function gm4_monsters_unbound:mob/init/initialize

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