2024-12-15 01:37:38|Myriagame |source:minecraft skins
Brief introduction
SPECIAL AI has added a variety of new AI modes to monsters, including: Break your light sources and certain blocks when monsters are free, attack AI as "passive" monsters, mount AI, and a bunch of unique battle AI to keep you alert you alert youIntersectionEach AI added by this MOD can be disabled or configured, and most of them can be enabled/disabled each monster, including monsters from other mods.Configure the file to generate in your /.minecraft/config folder.
Main content
Now animals will try to attack the enemy after being angry. The animal damage is 2/3/4, cattle 3/4/6, sheep 2/2/3, chicken 1/1/1.5;
The creature will try to stay away from the ignited TNT and the detonated reptile;
When the biological knight attacks, the hatred will be passed to the mount at the same time;
When creatures are injured by enemies, they will convene similar support near it;
The villagers are now dead. The villagers will now defend their homes (1.7.10 will make dissatisfaction humming warning malicious players. Defendvillagenbt will enable them to attack the injured when other villagers are hurt and actively attack the low prestige player)Because this NBT often appears to attack a villagers and has multiple villagers reinforcement (white -given), you need to place them asylum;
Monsters will not be dispersed due to misunderstanding of (arrows) when attacking players;
Monster knights have become more common (RiderNBT, 1.12.2 riding enthusiasm weakened);
Animals will approach and eat the food that can make them breed, which can restore them to a small amount of blood;
Monsters are attacked by players to try to stay away from players for a short time, which makes it difficult for players to kill multiple monsters (delay time, killing a single residual blood monster to increase);
Monsters will unconsciously destroy or interact with certain specific blocks in their free time, such as eating cakes (restore 1 blood volume), removing light sources, switching redstone machinery, tools and efficiency enchantment on monsters will speed up their speed, but no, noAffected by the effect of potion and precision collection, and time -lucky enchantment;
Curbers will destroy specific square blocks in a self -explosive manner, because they realize that they have no arms to destroy the block and feel very angry.
1.12.2
Each villagers now have their own naming, which is convenient for players to locate the villagers;
Added a simple village system, stray villagers will retrieve the nearby "villages" and join them. After staying in the right house, they will only stay nearby. Players can build artificial villages for them to meet buildings with doors and light sources for them.There is at least one villager who moves in by things, and the game will determine that it is a "village";
Players will have a prestige system in the village to help villagers build or kill monsters wandering near the village can enhance prestige. On the contrary, hurting villagers or destroying village constructions will reduce prestige and reduce it to a certain degree. Villagers will actively attack you.
It is very suitable for the AI optimization package for the PVE map. Now you can build the venue larger without modifying the GENERIC.FOLLOWRANGE attribute, reducing the situation where the monster generation distance is too far and the player cannot be retrieved.AI allows your custom monsters to have more possibilities, and you can play more tricks with special monsters.If you want monsters to destroy or trigger a specific square block of the scene and do not want the explosion to destroy the map, you should install TNTUTILS.
NBT added by this mod
Universal
Avoidexplosion: 0/1B, whether the creature is away from the explosion when the crawler and TNT ignite.
Defendville: 0/1B, whether the villagers counterattack when they are attacked by the player.
Doorbreaking: 0/1B, whether the zombies will destroy the door of the road.(It takes at least 13 seconds to break the door, the ax can increase the speed, and the door is different from the damage.)
GRIEFING: 0/1B, will monsters destroy some blocks in their free time.
Fiddling: 0/1B, is whether it will "use" a specific square in unconsciously when you are free.
DODGEARROWS: 0 ~ 1F, there is a probability of dodging the arrows from the left or right, cooling for 6 seconds.
Rider: 0/1B, actively ride nearby creatures (but not so active, now "Cavaliers" can control most creatures, mount speed will be affected by "knights")
Eliteai Elite AI
When generating monsters, there is a probability that the NBT of Eliteai and special equipment (will cover the original equipment) and attribute bonuses. Monsters can bring multiple eliteai.
Sprint (sprint): The value of the value increases the speed of the disease, and naturally generates a red leather boots named Running Boots. When the target distance is at least 10 blocks, the running state (for example, a zombie raises up.Two -sprint) Catch the player.
CHARGE: The larger the value, the stronger the repellarization ability (when you are repelled, you try to consume the saturation faster). Naturally, the fashion equipment is called Charger's Helmet randomly enchanting yellow leather hat, adding an additional 20 points of blood to bloodThe upper limit of the quantity, the collision target will cause a strong repeller at a certain distance (jumping the arm) and the collision target. If it collides with a block, it will cause 5 points of damage and dizziness (stop attacking the player, and continue to wield the arm) for about 5 seconds.BARRAGE: The value increases the skill arrow damage, naturally generates the fashion equipment transmitter, and increases the upper limit of 20 points of blood. Occasionally emit the sound effect of [click: click], and a number of arrows are launched from the head (the additional damage of the weapon on the hand)If the monster is burned, the flame arrow is shot (the skull of the withering skeleton is not burned).
Throw_player (throwing player): 0B or 1B, naturally generate fashion equipment+1 attack, named Helmet of Streangth, a red leather hat.The player throws it out, when you are going to try to approach and throw the player, the monster will switch the attack status (put down his arm).
JUMP: Value 0B or 1B, naturally generates the equipment named Feather Boots Demon Falling Protective Leather Boots, flying at least 6 square meters from the target (using skill immunization fall).
Thief (thieves): Numerous decision will try to stay away from the player when holding items. Naturally generating fashion equipment+10%speed name is Thief's Cap black leather hat. Attacking players when empty -handed, and get invisible3 seconds (when trying to steal the items of the player, the monsters will not switch into an attack state, and the speed will be weakened a little). Monsters who get items will try to stay away from a distance player;The second stealing speed will not weaken.Very suitable to be an archer AI.
Spawner: 0B or 1B, naturally generates fashion equipment to brush monsters, and get an additional 40 life limit but decreases by 20%. When the player is close to the monster to a certain distance, copy his own kind every time.
Throw (throw): 0B or 1B, naturally generates an additional increase of 10%, throwing the entities and creatures riding on your head, and sometimes other monsters ride on the head to throw it towards the target.
LEAP: 0B or 1B naturally generates a 10%speed, jumping at least 6 square meters from the target, but not triggering the crit effect of the crit. It will not jump when the distance is 2 cells.
Shaman (Shaman): The value of the value increases the blood volume of the monster, and naturally generates pumpkin and bones (the skull is the bow), increase the upper limit of 20 points. When there are creatures with the same hatred nearbyGive the biological level 1 resistance, strength, speed 2.5s (can use Shamanfx to modify the potion effect) and restore a certain amount of blood.
Specific AI
If you want to generate monsters with specific AI, you can refer to the following instructions:
/Summon Skeleton ~ 1 ~ {ForgetA: {SAI: {fiddling: 0b, doorbreaking: 1b, avoidexplosions: 1B, defenDvillage: 0b, GRIEFING: 1b, dodgearrows: 1F, eliteai: {CHARGE: 0.000F, BARRAGE: 0F, Sprint: 0F, JUMP: 1B, Shaman: 10F, Shamanfx: [{Ambient: 0b, Showpartiscles: 1B, Duration: 500, ID: 8b, AMPLIFier: 0b}]},}}, a}}, amplifier: 0b}]},}},},}},}}},},},},},},},},},},},},},},},},},},},},},},},},},},},},},},Rider: 1B}}}
Knowing bug
When using the SetBlock instruction [DESTROY] mode to process the old block, it will become [Replace] effect (particle -free, non -square drop drop, no sound effect)
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