This is a suggestion that is map maker oriented. As of now, there is very little a map maker can do to change the behavior of mobs, but if there were special NBT tags, the map maker could do many things.
Behavior
This tag has five options: Passive, Neutral, Aggressive, Tame and Friendly. Each of those options has unique attributes that can be applied to the mob.
Passive
A mob with this tag will never attack anything, even when hit. Leads can be used on passive mobs. Mobs with this tag can be given these special tags: Panic, Flee, Idle and Food
Panic: Mobs given this sub tag will run around after being hit, much like how an animal would. If a mob is not given this tag, it will not do anything.
Flee: When the player gets near the mob, it will run away (like an ocelot). This tag can also be applied to neutral mobs. But it will only be in effect while the mob is not angered.
Idle: When a mob is given this tag it will do nothing when it is harmed. This can be used to stop farm animals from running around.
Food: An item ID goes here, when the player holds this item, the mob will follow the player. Feeding the mob this item will make it eat it and go into love mode.
Neutral
Mobs given this tag will attack the player if they are attacked. Their special tags affect how the mob can also be angered. These tags include: Group, Stare and Dark.
Group: Mobs with this tag will be angered if a mob of the same type is injured by the player (like wolves and pigmen). How long they stay angry can be changed.
Stare: Mobs given this tag will attack the player if looked at (like endermen). The distance depends on how far the mob can see.
Dark: The mob will attack the player if it enters a dark area (like a spider).
Aggressive
Mobs given this tag will attack the player when the player gets in their line of sight. Their tags affect how they pursue the player. Their special tags include: Creep and Look, Chase, Follow and Hunt. Note: These can also be applied to neutral mobs, but they will only take effect while they are angered.
Creep: The mob will attempt to hide from the player. When the player is nearby it will ambush the player (like a creeper).
Look: The mob will stop moving if looked at.
Chase: When a mob is given this tag, it will go straight at the player instead of using their special path finding (like spiders). This tag does not affect mobs that already do this (like spiders and slimes).
Follow: Mobs given this tag will use special path finding to get to the player (like how a zombie will complete a maze to get to the player). This tag does not affect mobs that already use special path finding (like zombies and skeletons).
Hunt: Once the mob has targeted you, it will continue to follow you no matter how far you are (like an endermen). Thanks Kilyle
Tame
Mobs with this tag will follow the player and will try to help by attacking other aggressive mobs. Leads can be used on tame mobs. Their tags special tags include: Range, Command and Mount.
Range: The mob will attack any aggressive mobs that get within their sight.
Command: The mob will attack almost any other mob that the player attacks (like wolves). The only thing the mob won't do is attack the player or other tame mobs.
Mount: The mob will not attack mobs nor will it follow the player. Instead this allows the player to mount and control the mob (like a horse).
Friendly
Mobs with this tag will attack other aggressive mobs that are nearby. They will not follow the player but leads will work on them. Their special tags include: Guardian
Guardian: The mob will stay near villagers (or another specified mob) to help protect them (like an iron golem).
Mob to Mob
These tags would change how a mob reacts to other specific mobs. The tags include Target and Fear
Fear: A list of mobs go here. When a mob is given this tag, it will run away from any mob on the "Fear" list (like how creepers run from ocelots). A mob with fear and mount/range/command will not obey the player if the player attempts to move the mob near the feared mob. Thanks NinjaPrimate
Target: A list of mobs goes here. When a mob is given this tag, it will attempt to attack any mob on the "Target" list (like how zombies attack villagers). Thanks NinjaPrimate
Special
These tags can be applied to any mob and affect them in various ways. The tags include Heavy, Fall, and Climb
Heavy: The mob will sink in water (like a iron golem) if it is given a value of 0. If it is given a value of 1 the mob will sink it lava (like a magam cube). Thanks Kilyle
Fall: The mob does not take fall damage (like golems)
Climb: The mob can climb walls (like a spider) Thanks Kilyle
Sight
There are two tags that affect a mob's sight, these tags are Sight and X-Ray.
Sight: A number value goes here. The mob will see however many blocks this value is (5 will make a mob that can only see 5 blocks around it while 70 will make it see 70 blocks around it, etc.)
X-Ray: This tag allows the mob to see the player through walls (like slimes and spiders do).
Venom
This can be used to give a mob's attack a boost by adding on a potion effect (good or bad). Any player/mob the mob attacks will be given the effect (like a cave spider or wither skeleton). This can even be applied to ranged mobs too.
With these NBT tags a map maker could do quite a bit.
Blood sucking bats that poison the player
Aggressive Iron golem mini-bosses
Endermen that attack the player on sight rather than being looked at
Man eating squid pools
Allied suicide creepers that bomb other mobs
An angry mooshroom stampede
An Ender Dragon that the player can control
An evil undead horse jockey
Chicken spies
Snow golem force fields
A Wither that will help protect a village
An evil village full of evil villagers
Witches that will attack mobs and heal the player
You can be a spider jockey
Slimes that are actually smart
Arachnophobic horses
X-Ray vision ghasts that will tunnel their way to the player
Endermen that try to kill blazes for their blaze powder
An all out war between two factions of villagers
And so much more.
Note: Many of these were inspired by BadPrenup's post that is below. This was originally much simpler and what you now see is a very big change that relates to what this originally was. The spoiler below contains this post.
I like it, but I would rather have it be just a couple AI tags. One tag would be the Aggro tag, which changes how you aggro that enemy. The variables for it would each represent how you aggro a mob:
None: Similar to Passive Mobs, no aggroing
Guard: Similar to Iron Golem, attacks hostile mobs, or anything that attacks it or a Villager within a certain radius of it
Range: Similar to Aggressive Mobs, attack if the player gets in range
GhastRange: Similar to Range, but gives them the detection radius of a Ghast
Neutral: Similar to Wolves/Z Pigmen, only attacks if attacked
Look: Similar to Endermen, must be looked at or attacked to trigger combat
Then you have a tag for their combat AI:
Group: All nearby mobs of the same type target the player (wolves/Z Pigmen)
Passive: Do not attack, flee when hit
Stealth: Similar to a Creeper, tries to sneak up on player (does not make them explode when they get close)
Normal: Just try and run up and attack (normal AI)
I might have missed some, but splitting attack type and aggro type would give us more options. Iron Golems that gang up on you if you look at them wrong, anyone?
If you support this you can always put this in your signature.
Me like. Sure, we don't NEED it, but do we NEED NBT tags for item lore? No. Anything that adds to adventure maps without detracting from the feel of minecraft or the main game, is usually good.
Exactly, it doesn't detract from anything and opens up tons of options for mapmakers. I am trying to keep this thread alive so the bad ones don't bury it.
So, like friendly creepers or evil sheep? I could see that working.
Yeah... I assume it would also work with creepers, say with 1 through 4. 1 is completely peaceful, 2 is they only attack you if you directly attack THAT creeper, 3 if you attack this creeper or any other creeper in radius, 4 is just... normal for creepers, attacking no matter what.
Yeah... I assume it would also work with creepers, say with 1 through 4. 1 is completely peaceful, 2 is they only attack you if you directly attack THAT creeper, 3 if you attack this creeper or any other creeper in radius, 4 is just... normal for creepers, attacking no matter what.
Yes, I see how some thing like that could be useful.
This already exists in wolves and zombie pigmen. http://www.minecraftwiki.net/wiki/Chunk_format#Mobs
It's called "Angry" for wolves and "Anger" for pigmen.
I also recall mentioning having this tag available to all mobs, along with some kind of NBT tag to edit what mobs are attracted to (to create zombies that attack or are attracted to certain objects in the game), but I can't remember where I posted it.
Either way, I agree to having the ability to put this on all mobs. Partly because of Endermen, so that they can be used in arenas and maps like zombies and skeletons are.
Rollback Post to RevisionRollBack
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
I support. I'm no map maker, and I have the IQ of a naked mole rat, but I can understand why this could be an epic break through. Mr. Neospector also said it was called anger, so NBT "anger" could be quite useful.
Awesome! Now I could make an adventure map which involves hordes of angry cows mashing you to death! It's what I've always wanted!
Or something actually useful: an aggressive swarm of bats slowly eating away at you.
Also, while we're at it:
Perhaps an inverse effect could be applied to normally hostile mobs? I.e.: removing the (normally present) 'anger' tag from a hostile mob would render it passive.
One question: how would one determine what amount of damage an 'angered' passive / neutral mob would deal? Would it be a preset value, or (preferably) customisable in some way?
You have a good point there. It would most likely be small, but cows/ mooshrooms would probably do much more than a chicken.
I like it, but I would rather have it be just a couple AI tags. One tag would be the Aggro tag, which changes how you aggro that enemy. The variables for it would each represent how you aggro a mob:
None: Similar to Passive Mobs, no aggroing
Guard: Similar to Iron Golem, attacks hostile mobs, or anything that attacks it or a Villager within a certain radius of it
Range: Similar to Aggressive Mobs, attack if the player gets in range
GhastRange: Similar to Range, but gives them the detection radius of a Ghast
Neutral: Similar to Wolves/Z Pigmen, only attacks if attacked
Look: Similar to Endermen, must be looked at or attacked to trigger combat
Then you have a tag for their combat AI:
Group: All nearby mobs of the same type target the player (wolves/Z Pigmen)
Passive: Do not attack, flee when hit
Stealth: Similar to a Creeper, tries to sneak up on player (does not make them explode when they get close)
Normal: Just try and run up and attack (normal AI)
I might have missed some, but splitting attack type and aggro type would give us more options. Iron Golems that gang up on you if you look at them wrong, anyone?
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
I like it, but I would rather have it be just a couple AI tags. One tag would be the Aggro tag, which changes how you aggro that enemy. The variables for it would each represent how you aggro a mob:
None: Similar to Passive Mobs, no aggroing
Guard: Similar to Iron Golem, attacks hostile mobs, or anything that attacks it or a Villager within a certain radius of it
Range: Similar to Aggressive Mobs, attack if the player gets in range
GhastRange: Similar to Range, but gives them the detection radius of a Ghast
Neutral: Similar to Wolves/Z Pigmen, only attacks if attacked
Look: Similar to Endermen, must be looked at or attacked to trigger combat
Then you have a tag for their combat AI:
Group: All nearby mobs of the same type target the player (wolves/Z Pigmen)
Passive: Do not attack, flee when hit
Stealth: Similar to a Creeper, tries to sneak up on player (does not make them explode when they get close)
Normal: Just try and run up and attack (normal AI)
I might have missed some, but splitting attack type and aggro type would give us more options. Iron Golems that gang up on you if you look at them wrong, anyone?
Wow, this is even better. So many possibilities with something like this.
I like it, but I would rather have it be just a couple AI tags. One tag would be the Aggro tag, which changes how you aggro that enemy. The variables for it would each represent how you aggro a mob:
None: Similar to Passive Mobs, no aggroing
Guard: Similar to Iron Golem, attacks hostile mobs, or anything that attacks it or a Villager within a certain radius of it
Range: Similar to Aggressive Mobs, attack if the player gets in range
GhastRange: Similar to Range, but gives them the detection radius of a Ghast
Neutral: Similar to Wolves/Z Pigmen, only attacks if attacked
Look: Similar to Endermen, must be looked at or attacked to trigger combat
Then you have a tag for their combat AI:
Group: All nearby mobs of the same type target the player (wolves/Z Pigmen)
Passive: Do not attack, flee when hit
Stealth: Similar to a Creeper, tries to sneak up on player (does not make them explode when they get close)
Normal: Just try and run up and attack (normal AI)
I might have missed some, but splitting attack type and aggro type would give us more options. Iron Golems that gang up on you if you look at them wrong, anyone?
I agree with Mr.Gerbil and you, band. Also, considering the "Look" AI feature, maybe it could also apply potion effects? For example, if you look at an enderman, nausea (SLENDER), or you look at a priest villager, health (Some sort of prey), or maybe look at a witch, blindness (LFD I think...). There are many ideas like this, maybe an AI that can make a mob fly (Flying endermen:DEATH), although it can be done with the new update (Invisible bat with a mob on top), this will allow a zombie, creeper, or anything to go directly twords the player without a ghast fleeing and shooting, or a bat trying to squirm, this can help alot with map making features and will be an excellent addition to 1.5
Behavior
This tag has five options: Passive, Neutral, Aggressive, Tame and Friendly. Each of those options has unique attributes that can be applied to the mob.
These tags would change how a mob reacts to other specific mobs. The tags include Target and Fear
These tags can be applied to any mob and affect them in various ways. The tags include Heavy, Fall, and Climb
There are two tags that affect a mob's sight, these tags are Sight and X-Ray.
This can be used to give a mob's attack a boost by adding on a potion effect (good or bad). Any player/mob the mob attacks will be given the effect (like a cave spider or wither skeleton). This can even be applied to ranged mobs too.
With these NBT tags a map maker could do quite a bit.
If you support this you can always put this in your signature.
Praise be to Spode.
Praise be to Spode.
Exactly, it doesn't detract from anything and opens up tons of options for mapmakers. I am trying to keep this thread alive so the bad ones don't bury it.
Praise be to Spode.
Yeah... I assume it would also work with creepers, say with 1 through 4. 1 is completely peaceful, 2 is they only attack you if you directly attack THAT creeper, 3 if you attack this creeper or any other creeper in radius, 4 is just... normal for creepers, attacking no matter what.
Praise be to Spode.
http://www.minecraftwiki.net/wiki/Chunk_format#Mobs
It's called "Angry" for wolves and "Anger" for pigmen.
I also recall mentioning having this tag available to all mobs, along with some kind of NBT tag to edit what mobs are attracted to (to create zombies that attack or are attracted to certain objects in the game), but I can't remember where I posted it.
Either way, I agree to having the ability to put this on all mobs. Partly because of Endermen, so that they can be used in arenas and maps like zombies and skeletons are.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
Praise be to Spode.
Praise be to Spode.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Wow, this is even better. So many possibilities with something like this.
Praise be to Spode.
Praise be to Spode.
I agree with Mr.Gerbil and you, band. Also, considering the "Look" AI feature, maybe it could also apply potion effects? For example, if you look at an enderman, nausea (SLENDER), or you look at a priest villager, health (Some sort of prey), or maybe look at a witch, blindness (LFD I think...). There are many ideas like this, maybe an AI that can make a mob fly (Flying endermen:DEATH), although it can be done with the new update (Invisible bat with a mob on top), this will allow a zombie, creeper, or anything to go directly twords the player without a ghast fleeing and shooting, or a bat trying to squirm, this can help alot with map making features and will be an excellent addition to 1.5