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An idea for this is to shoot them the moment the grab or bite animation runs. like negating the bite and killing the zed.
And well, I just realized that I'm using a lot of your mods on my server.
Thank you very much!
And if I can, an idea for a similar mod would be "fan girl" which does the same thing as this mod but can give you "gifts" periodically. But, that requires a voice actress to read some cute lines when shooting and giving things.
uses BalanceTraits mod as dependencies.
corrects trait order in the list depending on its cost.
You may wanna consider that traits can be added dynamically from debug player stats menu and from other mods.
As a rule of thumb [www.interaction-design.org]: Compatibility + Maintainability + Simplicity > Performances.
And the performance cost is not that much of a deal (no loop, no funcky stuff): it's only the event callback and the target check.
Also the game is reducing Zombies update calls frequency for performances in case there are many zombies loaded at the same time (attacking or not), so the callback stimulation integrates the mod in that scalability mechanism.
If there was any performance problem, it could be marginaly optimized by storing localy the java calls before going into the redesign.
Yes, for the NPCs.
Regarding the code I have a question though.
I was looking at your code for this mod in the hope of helping with my own mod. Would n't it performance wise be better to first check if someone has the required trait before checking each and every target from each and every zombie that is attacking?
If no one has the trait do not check if zombie is attacking. Same goes for the last apperanceTime if MD is disabled why bother checking. I'm just speculating but i can imagine the current flow has an performance impact on large servers or when large crowds are attacking.
Cool mod if you need helping hand.