A were wolf is a rare hostile mob spawned in forest, tundra, or taiga biomes. They only spawn at night (only full moon if possible with coding), and spawn in a similar manner as spider jockeys. There is a 1% chance that a wolf will turn into a were wolf. This chance will not occur on peaceful difficulty, and like other hostile mobs, any existing werewolves will be removed once the difficulty is changed to peaceful.
A were wolf will look like a villager, but with more wolf like characteristics. They are immediately hostile at the player, and will persue them for a larger radius than most mobs. Unless the difficulty is easy or peaceful, they will also cause all nearby wolves (unless tamed) to become hostile toward the player.
Even though they are not technically undead, they will burn in sunlight, to prevent an endless chase. A were wolf can be cured similar to curing a zombie villager, using a splash potion of weakness and feeding it a golden apple.
Hostile wolves will not return to normal, rather they will keep attacking the player.
Sounds ok. But what do you mean about looking like a villager? It would be better if they looked a little like normal wolves, but with red eyes and standing on their back legs and hunching.
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Sounds ok. But what do you mean about looking like a villager? It would be better if they looked a little like normal wolves, but with red eyes and standing on their back legs and hunching.
To keep it slightly comical, as well as allowing the player to actually recognize the similarities between the were wolf and the villager, allowing them to more likely attempt to cure them. Minecraft is a rather whimsical game, so a were wolf shouldn't look too scary. Yes, it should definitely look more like a normal wolf, with the ears and fur, but should have the iconic villager nose, and maybe even the unibrow. It should stand straight up, like all the other 2 leg mobs, but should definitely have red eyes (although I kind of assumed that already, I didn't exactly elaborate on that).
Also, once cured, the villager may trade valuable goods for excellent prices, and even have multiple trading options (for curing him, the villager will like you, allowing more options).
They could become normal wolves at day instead of burning. Also, Testificates bitten by werewolf turn into werewolf at full moon too.
But the 1% chance at full moon looks very rare.
Testificates that become werewolves could look like villagers, and wolves could look like...wolves.
They could become normal wolves at day instead of burning...
That could work, but might cause a bit of confusion, especially with the coding. I'm not saying it would be hard to code, but the future implementations of that could cause bugs in mob behavior.
I personally think it should burn up in day light, as simply having it turn into a wolf won't necessarly make it turn into a werewolf again. After all, it is a random chance than a random wolf will do so. And if there would be a way to allow that wolf to know it was a were wolf, then people would farm these things.
It should be very rare, and a challance to complete. But the reward is great, as you get a villager with high valuables at good prices. Since were wolves spawn where normal wolves do, it would be even harder to move that villager into a village, unless one was nearby, or you are clever enough to keep them in a minecart on the journey home.
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A were wolf will look like a villager, but with more wolf like characteristics. They are immediately hostile at the player, and will persue them for a larger radius than most mobs. Unless the difficulty is easy or peaceful, they will also cause all nearby wolves (unless tamed) to become hostile toward the player.
Even though they are not technically undead, they will burn in sunlight, to prevent an endless chase. A were wolf can be cured similar to curing a zombie villager, using a splash potion of weakness and feeding it a golden apple.
Hostile wolves will not return to normal, rather they will keep attacking the player.
To keep it slightly comical, as well as allowing the player to actually recognize the similarities between the were wolf and the villager, allowing them to more likely attempt to cure them. Minecraft is a rather whimsical game, so a were wolf shouldn't look too scary. Yes, it should definitely look more like a normal wolf, with the ears and fur, but should have the iconic villager nose, and maybe even the unibrow. It should stand straight up, like all the other 2 leg mobs, but should definitely have red eyes (although I kind of assumed that already, I didn't exactly elaborate on that).
Also, once cured, the villager may trade valuable goods for excellent prices, and even have multiple trading options (for curing him, the villager will like you, allowing more options).
But the 1% chance at full moon looks very rare.
Testificates that become werewolves could look like villagers, and wolves could look like...wolves.
That could work, but might cause a bit of confusion, especially with the coding. I'm not saying it would be hard to code, but the future implementations of that could cause bugs in mob behavior.
I personally think it should burn up in day light, as simply having it turn into a wolf won't necessarly make it turn into a werewolf again. After all, it is a random chance than a random wolf will do so. And if there would be a way to allow that wolf to know it was a were wolf, then people would farm these things.
It should be very rare, and a challance to complete. But the reward is great, as you get a villager with high valuables at good prices. Since were wolves spawn where normal wolves do, it would be even harder to move that villager into a village, unless one was nearby, or you are clever enough to keep them in a minecart on the journey home.