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How It Works
There are two basic modes of attack for passive mob-types:
- If
always-aggressive: false
(the default), mobs will target a player only if attacked by the player. - If
always-aggressive: true
, if the player is withinacquisition-range
, mobs will target the player always.
In either case, mobs will give chase and attack any targeted player.
The player can escape attacks by moving outside the deacquisition-range
.
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
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 melee 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 by 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.
- Players will be attacked regardless of movement status. Standing, sneaking, walking, sprinting, looking, sleeping, and gliding (flying) may be individually configured.
For non-passive mob-types, vanilla attack behaviors may be overridden, so that they attack based only on the configured attack conditions. This could make the world relatively passive, while still allowing retributive attacks.
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