[Suggestion] New Skeleton Behavior Type/Configurable Action Priorities
ZilverLazarus opened this issue ยท 0 comments
While playing around with Enhanced AI, I found myself amazed with the changes that are already possible, especially when paired with mods like Improved Mobs and InControl. However, there was one thing missing from the tweaks I wanted to make to skeletons; the ability to further change the priorities of their attacking pattern/behavior while running away.
As I'm writing this post, I realize that my suggestion's wording might be confusing or vague, so allow me to explain. I'm trying to tweak skeletons to act as closely as possible to their Minecraft Dungeons counterparts. Below is a comparison between what skeleton behavior I have now, and what skeleton behavior I'm trying to achieve.
Current behavior from config tweaks
- If the player is within sight range of the skeleton and is too close, the skeleton turns away from the player and starts running.
- When running away, the skeleton reloads their bow, quickly turns back and fires at the player while walking backwards.
- This behavior repeats if the player is still advancing towards the skeleton.
New desired behavior type; "Cowardly" (MC Dungeons)
- If the player is within sight range of the skeleton and is too close, the skeleton turns away from the player and starts running.
- When running away, the skeleton focuses primarily on escape, only choosing to turn around, stop, reload and fire when there is certain (configurable) distance threshold between the player and itself.
- This behavior repeats if the player is still advancing towards the skeleton.
- If cornered, the skeleton reloads and fires indiscriminately, temporarily reverting back to its original, vanilla behavior until a path of escape away from the player is available.
- Once a path away from the player is found, the skeleton attempts to take it, alternating back to its "escape" behavior.