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How It Works
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
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.
- 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.
All of these factors may be changed in the configuration.
Only the mob-types listed in the default configuration file are supported: all passive mob-types except bats, and all neutral mob-types.
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