Nemeses which aren't Drowned mobs will usually try to avoid water when pathfinding to you or an enemy
All Nemeses should now be able to open doors
Nemeses with the ability NoFallDamage will now adjust their pathfinding according to the ability. For example, if the Nemesis is on top of a cliff and you are at the bottom of the cliff, the Nemesis will not be afraid to fall down multiple blocks to get to you since they are immune to fall damage.
Added ImmunePoison ability for Nemeses. If a Nemesis learns this ability, they are immune to poison attacks.
Added ImmuneWither ability for Nemeses. If a Nemesis learns this ability, they are immune to wither attacks.
For performance reasons, Nemeses damaged by fire will have a lower pathfinding range to extinguish themselves.
Added in the Shaming mechanic from Shadow of War. If a Nemesis has 18% HP or lower, with your Ring/Amethyst Shard, left click them to shame them. It will show up on your sidebar when battling them when they can finally be shamed. The Nemesis will lose abilities and despawn. The amount of abilities they lose is random. The mechanic is still buggy and the Nemesis may not properly lose some of their abilities. Expect it to not work all the time.
Some reasons why you may want to shame instead of killing the Nemesis:
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Get rid of the ExplodeOnDie ability so when you kill them, the area around you isn't destroyed
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Get rid of the CheatsDeath ability so when you kill them next time, they stay dead.
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Farm Nemeses for gear. If a Nemesis maxed out on the amount of abilities they can learn and the abilities don't apply to the weapons that they will drop when killed (e.g. the Totem ability will not get equipped on their weapon, but PoisonDamage will, allowing you to do PoisonDamage on enemies if you get their weapon), shame them and let them kill you again to learn better abilities that can get equipped on weapons. You may get very overpowered weapons like this with trial and error.
Attempted some fixes to stop errors spamming the console
If you fail to damage dual-axe or shield enemies too many times, a brief title will show up on your screen to right click them for a stun attack. (Many newcomers ignore the chat message that appears when you fail to damage them, even when it spams their chat. Hopefully this can help).
All newly generated Nemeses will now have randomized accuracy. Some Nemeses will be accurate, others not so much. This will also apply to any abilities that they have where they throw/shoot something at their foe (daggers, lassos, ender pearls, etc.).
You can now get the ShieldBreaker ability from Nemeses who have the ability and drop their weapons. For now, this will only work on players. I haven't tested it on players, so I'm not sure if it actually works.
Might now fully resets to 0 if you die
If a Nemesis is set on fire or steps in lava, they will try to move to an area that has no fire. By defalt, they will try to find water to extinguish themselves. Otherwise, they'll try to find a safe block to walk to.
Nemeses that are being Frozen to death due to powdered snow will now break the snow.
Nemeses with the ThrowEnderPearl Ability may now try to throw ender pearls at you when they are unable to reach/pathfind to you. It is presented to them as another option that they can use when trying to reach you.
PoisonBomb, WitherBomb, and HungerBomb will now damage any entity except the Nemesis who used the ability. Before, only players could be affected by it.
Made attempts to increase performance
Fixed a major bug/bad code which caused Nemeses to not drop weapons based on certain abilities that they learned (e.g., if they learned WitherDamage, they weren't dropping a weapon that gives the Wither effect to enemies).
Fixed a major bug which caused Nemeses to adapt to Stealth attacks even though you weren't Stealth attacking them.
Many new first and last names added for Nemeses! Names are now alphabetized in the data.dsc file. A big thank you to funkychicken493 and jumpsplat120 on GitHub!
Fixed bad code that would cause Nemeses to not leap across empty spaces to get to the player. They can now jump longer distances, with a little more tolerance on the y axis. Be careful if there is an almost flat gap between you and the Nemesis.
Gave slightly more tolerance for Nemeses building up to the player.
Fixed a bug which caused Nemeses with Overwhelming Will to not damage nearby entities.
Fixed a bug/bad code that prevented a Nemesis with no armor slots from getting a randomized armor piece equipped after killing a player/Nemesis
Swordsmen Nemeses should now be faster, Nemeses with shields should now be slower
You can now heal iron golems with iron without stunning them
Slightly better code for certain abilities/Nemesis abilities
Coded in a new ability for Nemeses to learn: DashStrike. Quickly lunges at you from a long distance, and delievers multi-hit damage. Unstunable when doing this ability, but can still take fall damage.
Other bug fixes/slightly better balance changes
More Nemesis quotes when they fight you, dig blocks, notice you're up high, and when they adapt to your attacks, as well as a larger pool of names and titles a Nemesis can have
GolemToss added to the ability pool
Players can also get a weapon with the GolemToss ability if they kill a Nemesis with said ability and they drop their weapon
Added description for Nemeses with no armor that may get armor when they kill you. If they don't have a helmet, they may also get cosmetic headgear upon killing you.
This is a Denizen script. You need the plugins Denizen, Citizens and Sentinel to run this. Please visit the following site to view changelogs as well as view instructions on how to install this script: https://github.com/DESinMinecraft/Minecraft-Nemesis-System. Download links are provided on the github. The script will NOT work unless the proper versions of Denizen, Citizens, and Sentinel are installed.