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[1.7.10] Mobs AI and Attributes


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Hello forum.


So I'm coding a Mob and I'm having some problems with the attributes and AI for it.


For example, the first problem I'm having is that I need the mob to follow players to attack from a distance about, lets say 128 blocks.


So I have all this, but still seems not taking effect. Is there something I'm missing here?

Also, I made it "Giant" like a Giant Zombie, is there anything I should consider when coding a Mob like this? I added some code from the GiantZombie in Minecraft, not really sure what it does and if its really necessary.

Thanks for the help


The complete code is:


package com.mramericanmike.mymod.entity;

import net.minecraft.command.IEntitySelector;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.EnumCreatureAttribute;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.EntityAIArrowAttack;
import net.minecraft.entity.ai.EntityAIAttackOnCollide;
import net.minecraft.entity.ai.EntityAIMoveTowardsTarget;
import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
import net.minecraft.entity.ai.EntityAISwimming;
import net.minecraft.entity.ai.EntityAIWander;
import net.minecraft.entity.ai.EntityAIWatchClosest;
import net.minecraft.entity.boss.IBossDisplayData;
import net.minecraft.entity.monster.EntityMob;
import net.minecraft.entity.monster.IMob;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.world.World;

import com.mramericanmike.mymod.Log;
import com.mramericanmike.mymod.init.ModItems;

public class EntityMyMob extends EntityMob implements IBossDisplayData, IMob

public EntityMyMob(World world) {

	this.experienceValue = 150;
	this.captureDrops = true;
	this.isImmuneToFire = true;

//        this.width = 3F;
//        this.height = 8F;
        this.addPotionEffect(new PotionEffect(Potion.resistance.id, 24000, 0));
        this.yOffset *= 4.0F;
        this.setSize(this.width * 4.5F, this.height * 5.5F);
        this.tasks.addTask(0, new EntityAISwimming(this));
        this.tasks.addTask(1, new EntityAIWatchClosest(this, EntityPlayer.class, 128.0F));
        this.tasks.addTask(2, new EntityAIAttackOnCollide(this, 1.75D, true));
        this.tasks.addTask(3, new EntityAIMoveTowardsTarget(this, 1.75D, 128.0F));
        this.targetTasks.addTask(4, new EntityAINearestAttackableTarget(this, EntityLiving.class, 0, false, true, IMob.mobSelector));


    protected void applyEntityAttributes()
    public float getBlockPathWeight(int p_70783_1_, int p_70783_2_, int p_70783_3_)
        return this.worldObj.getLightBrightness(p_70783_1_, p_70783_2_, p_70783_3_) - 0.5F;

    protected boolean canDespawn()
        return false;
    protected String getHurtSound()
//        return "game.hostile.hurt";
    	Log.Debug("MyMob Hurt");
    	return null;

    protected String getDeathSound()
//        return "game.hostile.hurt";
    	Log.Debug("MyMob Death");
    	return null;
    protected Item getDropItem()
    	Log.Debug("MyMob Drops");
    	return ModItems.apple;


PS: If I'm trying to make a Boss, what attributes and AI do you recommend me to use?


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ok dude, u need to realize that all this stuff is in vanilla mob classes. so you failed to the upmost extent.


you need to enable the ai..  which every other mob class in minecraft has (well pretty much).


public boolean isAIEnabled() {

	return true;


and for getting ur boss bar?? look at wither or enderdragon code, seriously.

vanilla has everything you need.


so for the boss bar you have to make an onlivingupdate method, like this..

public void onLivingUpdate() {


and to get the boss bar all you need is this line of code, which set the boss bar, believe it or not.

BossStatus.setBossStatus(this, true);


basically for the future. look at vanilla code first, and look for tutorials.

It will help you out ALLOT.

Im serious don't look at it!!

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Also, I made it "Giant" like a Giant Zombie, is there anything I should consider when coding a Mob like this? I added some code from the GiantZombie in Minecraft, not really sure what it does and if its really necessary.



the witdth and the height sets the size of the hit box, a better way to do that might be this.setSize(3F, 8F)

Im serious don't look at it!!

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For AI, I have some tutorials: http://jabelarminecraft.blogspot.com/p/minecraft-forge-1721710-custom-entity-ai.html


For attacking attributes, I have this tutorial: http://jabelarminecraft.blogspot.com/p/minecraft-forge-1721710-apply.html


For giant mobs, one of the main difficulties is the hit box, I think there are some limits to the size, at least in the height. This is due, I think, to the pathfinding -- it is hard for Minecraft to figure out how large hitboxes can move through terrain. In the giant entity I made, I think the maximum size I found that worked was setSize(1.0F, 4.5F).

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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BoonieQuafter-CrAfTeR Thanks a lot, yes I finally noticed I was missing that isAIEnabled()

Thanks also on the tips about the Boss Bar, that was coming after I figured the AI so thanks a lot on the tips for that aswell ;)


Jabelar, thanks a lot, I'm going to take a look at yours tutorials.

Also thanks with the tips on how big the Hitbox should be, I think I made mine too big as for now, so I should probably start with the same dimensions the GiantZombie has and test from there

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