I’m reposting my plugin request from around nine months ago:
What follows are some suggestions which I consider to be improvements to Mob AI, they are going to be focusing on increasing lethality and funness with relatively simple (I think) mechanics. I will post a list of features from 1, meaning simple, easy, required for the plugin. Through 2, meaning more interesting but (probably) more complicated to implement mechanics. To 3, meaning maybe impossible to implement, but is the extent of my scope for this, and would be very cool to have (2s and 3s aren’t required to make the plugin and I’d much prefer all 1s in the plugin than just one 3)
Since Endermen were introduced, the playerbase has screamed for them to be nerfed into boring mundanity. I want them to fun, in a terrifying way.
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Endermen can and do pick up all blocks except for nature blocks (sand, grass, water, lilypads, reeds, leaves, logs and stone, just make a configurable blacklist) when endermen pick up a block, die, or teleport while holding a block, the already held block is forcibly placed where they were standing.
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Endermen must pick up a minimum quota of blocks per unit of time, if no viable blocks are within reach the enderman teleports to the closest one in the X-Z plane and picks it up. Killing an enderman just before or after it teleports yields a configurable multiplier of enderpearls.
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If two endermen attempt to pick up the same block, a third enderman is spawned D:<
Endermen who are damaged by an explosion, but survive become charged, like creepers, regain all their health, become immune to water and rain damage and teleport to the player within a (configurable) set radius (say, 48 blocks?), together with all other endermen within that radius of the player
Creepers have long been the most feared form of destruction, the most popular class of server plugin; one which neuters their primary game mechanic. I want that game mechanic to fulfill it’s purpose.
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If a creeper is targeting a player, all other creepers within the same radius of the player also begin to chase them.
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If two or more creepers are fusing up within the damage radius of eachother’s explosions, they sync fuse length to the longest fuse in the group.
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If two or more creepers explode within damage range of eachother, the explosion radius of EACH is increased by 30% for each creeper in the group, if a charged creeper is in the group, EACH explosion radius is instead DOUBLED for EVERY creeper in the group D:<
Zombies have been the initial mob to fight against since before alpha.
Besides the incredibly annoying “baby zombies”, they’ve lost their lustre over the years.
I want to change this with new mechanics.
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Zombies with items drop all of them when killed
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All zombies can pick up multiple items, choosing to wield the one which does the most damage, but keeping all of them in inventory as loot. Stats are changed by worn items.
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If they pick up the remains of their dead brethren, they consume it to instantly heal (2.5 Hearts). Raw chicken (1.5) and spiders eyes (0.5) work the same way, but heal less.
A zombie can pick up a bow and if it has arrows, fire it, zombie arrows are lootable by the player.
Zombies with both helmet and chestplate armor do not take sun damage.
Skeletons used to be pretty unscary with terrible accuracy, low range, and low rate of fire, they have been improved in recent versions, but they could still be more fun.
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All skeletons can pick up armor items and bones. When killed, they drop everything in their inventory.
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Skeletons wear the armor which gives the highest rating, switching pieces if they later pickup a higher rated piece.
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Bones in their inventory can be consumed to heal their health.
Skeletons with both helmet and chestplate armor do not take sun damage.
Spiders were a bit of a joke, right until the update where they gained the ability to climb walls, I don’t think they need much changing.
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I don’t think a simple thing about spiders really needs changing, so skip this one.
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If two spiders walk on top of each other twice within a ten second period, they target each other and fight to the death.
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If a spider is within two blocks of a skeleton with armor, it will claim it as a rider, if one of the mobs has a target, then both mobs gain that target, otherwise the mounted skeleton does whatever mounted skeletons do…
During nighttime, an idle spider will target chickens, or baby animals and consume them to fully heal, or if they have max health, spawn new spiders D:<
Witches, I am unsure about, they seem to be a tank mob which happens to use ranged potions, anyhow here’s my !FUN! increasing suggestions:
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Witches throw damage and speed potions at nearby mobs when targeting a player to heal/buff them.
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Creepers do not explode within damage range of a witch.
When targeting a player, all mobs surrounding the witch within the same radius as the player also target the player. -
If a zombie or skeleton dies within half of the radius between the player and the witch, there is a variable chance that a new zombie or skeleton spawns in it’s place, 50% if the witch is at full health, 35% if the witch is under full health, and 20% if the witch is under half health.
Creepers not exploding follows the formula in creepers suggestion 3. (if implemented)