Posted September 5, 20196 yr Hello, I am trying to create a curse enchantment, which attracts monsters to whoever wears/holds cursed items. It seems to partially work, however I have observed some wierd mob behavior. For example, skeletons and witches are trying to shoot at me even if I am outside of their range instead of walking closer to me. Any possible explanation and way to fix it? This is my code responsible for handling the enchantment. @SubscribeEvent(priority = EventPriority.NORMAL) public void onLivingUpdate(LivingUpdateEvent event) { EntityLivingBase entity = event.getEntityLiving(); World world = entity.getEntityWorld(); if (entity instanceof EntityPlayer) { int i = EnchantmentGlowingCurse.getGlowingPower(entity); if (i > 0 && entity.getRNG().nextInt(600) == 0) { System.out.println("Attracting monsters"); List<EntityMob> list = world.<EntityMob>getEntitiesWithinAABB(EntityMob.class, new AxisAlignedBB(entity.getPosition()).grow(32+16*i,32+16*i,32+16*i)); for (EntityMob monster : list) { System.out.println("Monster found"); if (monster.getAttackTarget() == null) { monster.setAttackTarget(entity); } } } } } Thanks for any response.
September 11, 20196 yr Looking at the EntityAIAttackRanged class, it doesn't seem that what you've done there should cause anything odd to happen. Are the mobs trying (and failing) to attack from abnormally far away, or just in the normal way where they're only missing by a few blocks? If they're going at it from absurdly far, perhaps you could try setting mobs outside their maximum attack range to move toward the player first, then only when they're within it, use setAttackTarget. That could help if they're doing the normal failures too, in that you could check with a distance short enough that they'll never be out of range. Fancy 3D Graphing Calculator mod, with many different coordinate systems. Lightweight 3D/2D position/vector transformations library, also with support for different coordinate systems.
September 11, 20196 yr Author Oh, it seems mobs refuse to walk to anything outside of their follow range. I have to apply follow range modifier to affected mobs to make it work properly.
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