... | ... | @@ -34,24 +34,24 @@ AI Goals, Targets, and Factions |
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use test environments!**
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<!-- -->
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DecayingSkeleton:
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Mobtype: skeleton
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Display: '&aa decaying skeleton'
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Health: 15
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Damage: 1
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Faction: Undead
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AIGoalSelectors:
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- clear
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- arrowattack
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AITargetSelectors:
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- clear
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- players
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Options:
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FollowRange: 10
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MovementSpeed: 0.2
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PreventOtherDrops: true
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```yaml
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DecayingSkeleton:
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Type: skeleton
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Display: '&aa decaying skeleton'
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Health: 15
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Damage: 1
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Faction: Undead
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AIGoalSelectors:
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- clear
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- arrowattack
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AITargetSelectors:
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- clear
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- players
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Options:
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FollowRange: 10
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MovementSpeed: 0.2
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PreventOtherDrops: true
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```
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- This example shows how the Skeleton AI generally works for
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attacking. (minus all the fluff, such as randomly walking around).
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... | ... | @@ -62,25 +62,27 @@ AI Goals, Targets, and Factions |
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* As you see **clear** is always first, which in this case wipes the mobs AI so you have a clean slate to work with. This is important otherwise your AI may not function the way you would expect.
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* Now lets say we want the skeleton to attack other mobs instead and we want him to use a melee attack instead of a ranged attack. See below for how we accomplish this.
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DecayingSkeleton:
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Mobtype: skeleton
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Display: '&aa decaying skeleton'
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Health: 15
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Damage: 1
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Faction: Undead
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AIGoalSelectors:
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- clear
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- meleeattack
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AITargetSelectors:
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- clear
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- hurtbytarget
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- otherfactionmonsters
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Equipment:
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- COS_WoodSword:0
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Options:
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FollowRange: 10
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MovementSpeed: 0.2
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PreventOtherDrops: true
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```yaml
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DecayingSkeleton:
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Type: skeleton
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Display: '&aa decaying skeleton'
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Health: 15
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Damage: 1
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Faction: Undead
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AIGoalSelectors:
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- clear
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- meleeattack
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AITargetSelectors:
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- clear
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- hurtbytarget
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- otherfactionmonsters
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Equipment:
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- COS_WoodSword HAND
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Options:
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FollowRange: 10
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MovementSpeed: 0.2
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PreventOtherDrops: true
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```
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- The skeleton AI now is programmed to attack other mobs, and any mobs
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that attack it first. In addition, it will use the melee attack
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... | ... | @@ -115,22 +117,24 @@ Example 1: Guards attack nearby monsters |
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<!-- -->
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SummonedGuard1:
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Mobtype: skeleton
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Display: '&Ea town guard'
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Health: 500
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Damage: 5
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Equipment:
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- COS_StoneSword:0
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Options:
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Disguise: villager
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Despawn: true
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FollowRange: 5
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AlwaysShowName: false
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MovementSpeed: 0.35
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PreventOtherDrops: true
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KnockbackResistance: 1
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PreventMobKillDrops: true
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```yaml
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SummonedGuard1:
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Type: skeleton
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Display: '&Ea town guard'
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Health: 500
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Damage: 5
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Equipment:
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- COS_StoneSword HAND
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Options:
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Despawn: true
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FollowRange: 5
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AlwaysShowName: false
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MovementSpeed: 0.35
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PreventOtherDrops: true
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KnockbackResistance: 1
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PreventMobKillDrops: true
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Disguise: villager
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```
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- So if we tie this mob to a mob spawner at our gates, he's going to
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go attack all of our players in the town so we need to make some
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... | ... | @@ -138,31 +142,33 @@ Example 1: Guards attack nearby monsters |
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<!-- -->
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SummonedGuard1:
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Mobtype: skeleton
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Display: '&Ea town guard'
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Health: 500
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Damage: 5
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Equipment:
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- COS_StoneSword:0
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Faction: Guard
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AIGoalSelectors:
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- clear
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- opendoors
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- meleeattack
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AITargetSelectors:
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- clear
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- hurtbytarget
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- otherfactionmonsters
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Options:
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Disguise: villager
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Despawn: true
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FollowRange: 5
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AlwaysShowName: false
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MovementSpeed: 0.35
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PreventOtherDrops: true
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KnockbackResistance: 1
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PreventMobKillDrops: true
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```yaml
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SummonedGuard1:
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Type: skeleton
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Display: '&Ea town guard'
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Health: 500
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Damage: 5
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Equipment:
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- COS_StoneSword HAND
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Faction: Guard
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AIGoalSelectors:
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- clear
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- opendoors
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- meleeattack
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AITargetSelectors:
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- clear
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- hurtbytarget
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- otherfactionmonsters
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Options:
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Despawn: true
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FollowRange: 5
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AlwaysShowName: false
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MovementSpeed: 0.35
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PreventOtherDrops: true
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KnockbackResistance: 1
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PreventMobKillDrops: true
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Disguise: Villager
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```
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- Now the mob will target other factions containing monsters besides
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his own and will target anyone that hurts him (this will keep some
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... | ... | @@ -176,28 +182,30 @@ Example 1: Guards attack nearby monsters |
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<!-- -->
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DecayingSkeleton:
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Mobtype: skeleton
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Display: '&aa decaying skeleton'
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Health: 15
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Damage: 1
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Faction: Undead
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AIGoalSelectors:
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- clear
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- meleeattack
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AITargetSelectors:
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- clear
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- hurtbytarget
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- players
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Equipment:
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- COS_RawHead:4
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- COS_WoodSword:0
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Options:
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Despawn: true
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FollowRange: 10
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AlwaysShowName: false
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MovementSpeed: 0.2
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PreventOtherDrops: true
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```yaml
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DecayingSkeleton:
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Type: skeleton
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Display: '&aa decaying skeleton'
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Health: 15
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Damage: 1
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Faction: Undead
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AIGoalSelectors:
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- clear
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- meleeattack
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AITargetSelectors:
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- clear
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- hurtbytarget
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- players
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Equipment:
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- COS_RawHead HEAD
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- COS_WoodSword HAND
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Options:
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Despawn: true
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FollowRange: 10
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AlwaysShowName: false
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MovementSpeed: 0.2
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PreventOtherDrops: true
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```
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- Our decaying skeleton is now in the Undead faction (different then
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the Guard faction) and so he will be attacked by the guard. Also, by
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... | ... | @@ -236,70 +244,72 @@ Example 2: Orcs and Goblins attack each other |
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<!-- -->
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OrcCenturion:
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Mobtype: villagezombie
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Display: '&aan orc centurion'
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Health: 50
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Damage: 4
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Faction: Orcs
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AIGoalSelectors:
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- clear
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- opendoors
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- meleeattack
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AITargetSelectors:
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- clear
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- hurtbytarget
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- specificfactionmonsters Goblin
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- players
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Equipment:
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- C_DeathfistSkullcap:4
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- C_DeathfistTunic:3
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- C_DeathfistLeggings:2
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- C_DeathfistBoots:1
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- COS_WoodSword:0
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Options:
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Despawn: true
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FollowRange: 10
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AlwaysShowName: false
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MovementSpeed: 0.25
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PreventOtherDrops: true
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PreventItemPickup: true
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KnockbackResistance: 0.25
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PreventMobKillDrops: true
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GoblinBattlemaster:
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Mobtype: zombie
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Display: '&aa goblin battlemaster'
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Health: 80
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Damage: 4
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Faction: Goblin
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AIGoalSelectors:
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- clear
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- opendoors
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- meleeattack
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AITargetSelectors:
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- clear
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- hurtbytarget
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- specificfactionmonsters Orcs
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- players
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Equipment:
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- COS_BronzeHead:4
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- COS_BronzeChest:3
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- COS_BronzeLegs:2
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- COS_BronzeFeet:1
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- COS_WoodAxe:0
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Skills:
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- skill BashI ~onAttack >0 0.25
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Options:
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Despawn: true
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FollowRange: 10
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AlwaysShowName: false
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MovementSpeed: 0.25
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PreventOtherDrops: true
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PreventItemPickup: true
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KnockbackResistance: 0.4
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PreventMobKillDrops: true
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```yaml
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OrcCenturion:
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Type: villagezombie
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Display: '&aan orc centurion'
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Health: 50
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Damage: 4
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Faction: Orcs
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AIGoalSelectors:
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- clear
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- opendoors
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- meleeattack
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AITargetSelectors:
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- clear
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- hurtbytarget
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- specificfactionmonsters Goblin
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- players
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Equipment:
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- C_DeathfistSkullcap HEAD
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- C_DeathfistTunic CHEST
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- C_DeathfistLeggings LEGS
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- C_DeathfistBoots FEET
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- COS_WoodSword HAND
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Options:
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Despawn: true
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FollowRange: 10
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AlwaysShowName: false
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MovementSpeed: 0.25
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PreventOtherDrops: true
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PreventItemPickup: true
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KnockbackResistance: 0.25
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PreventMobKillDrops: true
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```
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```yaml
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GoblinBattlemaster:
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Type: zombie
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Display: '&aa goblin battlemaster'
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Health: 80
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Damage: 4
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Faction: Goblin
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AIGoalSelectors:
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- clear
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- opendoors
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- meleeattack
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AITargetSelectors:
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- clear
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- hurtbytarget
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- specificfactionmonsters Orcs
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- players
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Equipment:
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- COS_BronzeHead HEAD
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- COS_BronzeChest CHEST
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- COS_BronzeLegs LEGS
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- COS_BronzeFeet FEET
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- COS_WoodAxe HAND
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Skills:
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- skill{s=BashI} ~onAttack >0 0.25
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Options:
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Despawn: true
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FollowRange: 10
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AlwaysShowName: false
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MovementSpeed: 0.25
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PreventOtherDrops: true
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PreventItemPickup: true
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KnockbackResistance: 0.4
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PreventMobKillDrops: true
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```
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- So there are a few things we've configured here of note.
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<!-- -->
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