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A follow up to my last enhancement request. (I requested the door opening first because that was a priority for me)
There's a good number of different behaviors for each mob type, and the more they can be manipulated the better. Basically I would like the same treatment as the "open doors" behavior, but for as many behaviors in as many mobs as you can. (I'm particularly interested in the behaviors of villagers)Cross-compatibility of behaviors between mobs would also be great. Such as being able to give pigs melee attacks like zombies, or allow creepers to teleport like endermen.
Well, making more behaviors controllable means a lot of work for me! And since I have a lot of other projects at the moment, it would be beneficial if you specify exactly which behaviors are needed. Villagers are a good place to start, but they've got a lot of behaviors:
this.goalSelector.a(0, new PathfinderGoalFloat(this)); this.goalSelector.a(1, new PathfinderGoalAvoidPlayer(this, EntityZombie.class, 8.0F, 0.6D, 0.6D)); this.goalSelector.a(1, new PathfinderGoalTradeWithPlayer(this)); this.goalSelector.a(1, new PathfinderGoalLookAtTradingPlayer(this)); this.goalSelector.a(2, new PathfinderGoalMoveIndoors(this)); this.goalSelector.a(3, new PathfinderGoalRestrictOpenDoor(this)); this.goalSelector.a(4, new PathfinderGoalOpenDoor(this, true)); this.goalSelector.a(5, new PathfinderGoalMoveTowardsRestriction(this, 0.6D)); this.goalSelector.a(6, new PathfinderGoalMakeLove(this)); this.goalSelector.a(7, new PathfinderGoalTakeFlower(this)); this.goalSelector.a(8, new PathfinderGoalPlay(this, 0.32D)); this.goalSelector.a(9, new PathfinderGoalInteract(this, EntityHuman.class, 3.0F, 1.0F)); this.goalSelector.a(9, new PathfinderGoalInteract(this, EntityVillager.class, 5.0F, 0.02F)); this.goalSelector.a(9, new PathfinderGoalRandomStroll(this, 0.6D)); this.goalSelector.a(10, new PathfinderGoalLookAtPlayer(this, EntityInsentient.class, 8.0F));
(copied from nms code)
Giving entities abilities they usually don't have is causing even more troubles, since they are mostly missing implementation to perform these abilities (for example, the Melee attack is restricted to Creature entity classes, workarounds will only work when rewriting the whole thing for all entities)
Well, another behavior I am particularly interested in is TradeWithPlayer, but (even if it's a workaround) being able to make non-attacking mobs able to attack would make writing my plugin a lot easier.
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