The Meaning of Life, the Universe, and Everything.
Wish I had one:(
"Code of Chivalry"
Do you like to play Castle Defenders or other similar mini games? Have you ever wanted a harder challange or to command your own army? Or maybe you just love to fight? Maybe you are no good and need training? Perhaps Medieval Zealots could be the perfect mobs for you.
Medieval Zealots would technically be classified as "Villagers" and would also come in the 8 different following variants: King, Queen, Prince, Princess, Bishop, Knight, Archer, and Pawn and spawn in Medieval Castle Fortresses.
Each variant will have it's own use, rank, and level of skill. Each Medieval Zealot mob will have a tag called a "Flag". The Flag tag will be according to the Flag/Banner the mob spawns nearest too and will determine the kingdom the mob corresponds with.
RANK 1 (PAWNS):
Pawns are basically Zombies that wear armor and can use swords and shields. They can swap their weapons for better ones like any other mob (but only armor, swords, and shields) and they attack and move just like a Pawn chess piece (when possible). They can not sprint, but they can jump and time their attacks.
RANK 2 (ARCHERS):
Archers are like Pawns, but that only use ranged weapons (untill you get within a 1 block ratios of their perimeter) and move like a Rook chess piece (when possible) (but they can still hide like Skeletons).
RANK 3 (KNIGHTS):
Knights move around like a Knight chess piece (when possible) and can sprint like husks. They can also sprint, time their attacks, and use tactical attacks; as well as ride horses (40% of the time) and and boats (10% of the time). They can also use any weapon and wear capes with the design of their kingdom/Flag tag (they will drop their capes upon death).
RANK 4 (BISHOPS):
Bishops move like Bishop chess pieces (when possible) and act like Knights; however, they are mostly defensive rather offensive and use shields as their primary item but will use a weapon to attack back untill double the damage is dealt to the attacker compared to the amount dealt by the attacker and can jump from 1 to 1½ blocks in height. They can redirect lower ranking knights to do what the Bishop wants like: to protect him, the Queen, King, Prince, and/or Princess, to protect other Medieval Zealots, and make Medieval Zealots retreat when their health is below 21%. Bishops can also pick up any item in the game to craft armor, tools, and weapons (including, but not limited to: Shields, Swords, Helmets, Hoes, etc...). The Bishop will drop the items to give it to Pawns, Archers, Knights, Queens, and Kings with less efficient versions; however, they can not craft any item that would use anvils, enchantments, or brewing. The Bishop is also rank up Medieval Zealot variants to the next highest variant rank up untill Rank 3 after they have killed enough hostiles (100 kills for Pawns and 500 for Archers) or killing the attacker of the King or Queen variant. They can also turn Nit Wits/Green Villagers into Pawns, but only the 35% that can spawn with a "Zealot" tag and will always keep their head shape. Bishops would also use Wagons instead of chariots and only 10% of the time.
RANK 5 (QUEENS):
Queens move like Queen chess pieces and can do everything Knights can do except for ridding on animals; however, they can use Wagons (30% of the time), ride chariots (10% of the time), whatever is in the Queen's sight, the king's army (the Medieval Zealots with the King's "Flag" tag) will be awhere of, every Medieval Zealot mob will protect the Queen variant of the same kingdom/"Flag" tag as second priority to the King variant (the safest way possible), and the can jump 1-1/2 blocks in height. Killing a Queen with the "Good" tag will result in the Medieval Zealots of the same kingdom to attach you without provocation untill they have a new Queen. The "Good" and "Bad" tag of a Queen would override the tag of the King's tag of the same kingdom. They will also protect the king as first priority (the safest way possible) and will hide like skeletons when using ranged weapons (primary weapon type). They can rank up Knight to Bishops after killing a Dragon or killing the attacker of the King or Queen variant.
RANK 6 (KINGS) (highest rank):
Kings move like a King chess piece and can do everything Knights can do except for sprinting; however, they will only ride horses no more then 20% of the time, will use chariots for 10% of the time, whatever is in the King's sight, the king's army (the Medieval Zealots with the King's "Flag" tag) will be awhere of, every Medieval Zealot mob will protect the King variant of the same kingdom/"Flag" tag as first priority (the safest was possible), and the King's attacks would be 5-10% more potent (Will vary by random). If the Kingdom's King has the "Bad" tag, the army of the same kingdoms will attack you without provocation, killing them will make you their new king (unless their is a Prince or Princess), but if the Kingdom's King has the "Good" tag, the army of the same kingdom will only attack you if provoked and Killing a good king will make the army of the same kingdom attack you without provocation untill they have a new King. Killing a good king's attacker will make the good king drop an item (a cape with the flag of the kingdom (aesthetic trophy), a Ruby (can be used to replace and amount of any item when trading with villagers or any amount of XP and lapiz needed for enchantments or Anvil uses (would fix anvils)), an Emerald, an Emerald block, an Enchanted Apple, Gold or Iron Nugget, Gold or Iron anngot, or random armor or weapon/tool with a random enchantment(s). Killing a King with the "Bad" tag will make you the new king/queen of the kingdom. Killing a King with the "Good" tag will make the Medieval Zealots of the same kingdom attack you until they find a new kingdom to join.
Rank 7 PRINCE & PRINCESSES:
These two are the baby versions of the King and Queen variants that can only spawn after the Queen and King have been around each other for 7 MC days. The Prince will not grow into a good or bad King untill after 2-52 VMC weeks after the King of the same kingdom dies, and the Princess will not grow into a good or bad Queen until after 2-52 VMC weeks after the Queen of the same kingdom dies. The growth delay will vary by 1-5 seconds so that, if their are more then 1 of the same variant, their would only be one King and Queen. If the Army gets a kings before the Prince or Princess grows, it will cancel their growth (this would prevent any glitches from the defining difference that determine the way the army's AI reacts). If you kill a Prince or Princess, the knights/Army will attack you without provocation untill they find another kingdom to join (The first kingdom they come across). Princes & Princesses will only spawn in the central tower. They can also spawn after the King & Queen of the same kingdom have been around each other for 5 VMC weeks and breed. Their can only be 2 per kingdom at a time (2 Princes, 2 Princesses, 1 Prince, 1 Princess, or 1 Prince and Princess).
All Knight Variants:
Every Medieval Zealots will have the "Flag" tag of the flag of the kingdom they spawn in/around. They will also attack any Medieval Zealots with a different "Flag" Tag if provoked, but never each other. The kingdom with a Bad King will make his Knights/Army attack any and all other Kingdoms without provocation; however, their would be a 30% chance that the Bad king would have a "Friendly" tag (If 2 Bad kings have the "Friendly" tag, they will not attack other kings with the "Good" or "Friendly" tag). And no Medieval Zealot Variant can take damage from Sticks, wooden tools, or weapons, but the Prince, Princess, Pawn, Archer, and Knight Variants will attacked you back for 2 seconds if provoked with a random wooden tool, weapon, or stick without causing any damage back, unless the Medieval Zealot needs to attack something or someone else. All of them will attack any nether mobs without provocation and will ally themselves with any other Kingdoms when attacking nether mobs. All nether mobs will do the same to kingdoms. Bad kingdoms will protect Witches and Mansion mobs but never before their king and Witches replace heir Bishops and can use their positions to help a bad kingdom army. Good kingdoms will attack Witches and Mansion mobs without Provocation (but will protect Villagers instead). Witches and Mansion mobs will always fight along side Bad Kings. Medieval Zealots will turn into a Hunted. Hunted mobs look like the original mob with their skin texture turned transparent and with a (Charged Creeper like) forcefield like texture (The color of their original "Flag" tag). Hunted mobs will not change anything about the original mob except for the fact that they would not use "Flag" tags and attack any Humanoid entity without provocation. Medieval Zealots will always hide under blocks whenever their is a thunder storm coming until the storm ends though, so it would not be very likely that you'd see them anywhere other then in the Nether; even so, their would only be a 20% chance of them spawning in the Nether Fortresses and a 5% chance of them spawning anywhere else in the Nether. They can also turn into a Drowned variant (Hunted with a Drowned texture and can burn and healed with a Golden Apple and a Healing Potion) if they swim for too long (Pawn&Archer=1/2 MC day, Knight&Bishop=1 MC day, and King&Queen=2 MC days).
Each Medieval Zealot variant will have their own specific skin according to their variant, age (adult and baby), and their kingdom's biome spawn; however, they could still spawn with a random skin from all of the ones that are already in-game that are currently used for player heads (15% chance). If you name a King "Poseidon" they will wield a Trident (Naming a queen "Amphitrite" will have the same affect on the Queen). Naming them after a chess piece, such as "Black Rook" or "White Knight", will change their skin texture to the texture of the corresponding chess piece. They would have to be the same profession as the given name. You could also use Poker Card names for the corresponding Medieval Zealot; however, the word "Red" would replace the word white "White". Kings would be Kings, Queens would be Queens, Jacks would be Bishops, Aces would be Knights, The 10s and 2s would be Archers, and every other card would be Pawns. You could also name Green Villagers/Nit Wits "Black" or "Red" "Joker" to give them a text that would turn them into Red or Black Villagers. This will not change the Villager's profession (Nit Wit) and the texture will not change if a Bishop turns them into a Pawn, Archer, or Knight or if the Villager in turned into a Bishop by a Queen.
This suggestion is also considering a new Tactical Update is added. The new system would make them more fun to play around with. Knights would be the best mob to train with and practice your combat skills by using a wooden tool or a stick. I had to do research on each profession to make them more like their real life counterparts and I hope I didn't miss anything.