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How It Works
AggressiveAnimals allows passive and neutral mob-types to become aggressive.
🚩 Only the mob-types listed in the default configuration file are supported:
- all passive mob-types except bats
- all neutral mob-types
There are two basic modes of targeting and attack:
- If
always-aggressive: false
(the default), mobs will target a player only if attacked by the player. - If
always-aggressive: true
, mobs will target the player always if the player is withinacquisition-range
, or once targeted, withindeacquisition-range
.
Mobs will give chase and attack a targeted player, subject to the factors listed below.
The player can escape attacks by moving outside the deacquisition-range
, including leaving the world.
Whether an attack is engaged depends on a number of factors. All of these factors may be changed in the configuration, per mob-type.
- The attacker must remain healthy, above the configured
attacker-health-threshold
. So the player should fight back, if not prepared to run. - Others of the same mob-type who are within
group-aggression-range
of the attacker may engage in a coordinated attack. - Specific worlds may be enabled or disabled.
By default:
- Attacks will not result in death, but will leave the victim with
attack-damage-limit
half-hearts of health. - Attacks will be waged only by adult entities.
- Managed NPCs will not engage in attacks. Recognized NPCs include those managed by Citizens, EliteMobs, InfernalMobs, and Shopkeepers.
- Named mobs will not engage in attacks.
- Tamed mobs will not engage in attacks.
- Players will be attacked regardless of movement status. Standing, sneaking, walking, sprinting, looking, sleeping, and gliding (flying) may be individually configured.
- If mobs belong to a (scoreboard) team, team members will not be attacked (as of 1.5.0).
- Aquatic mobs will attack only in water (as of 1.5.0).
All of these attributes may be changed in the configuration, either overall (defaults) or per individual mob-type.
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