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Posted

1. When i spawned the entity into the world i noticed that it did not carry a bow. Is it possible to use something like AbstractSkeleton.setEquipmentBasedOnDifficulty to set the bow or do i have to manually add the bow to the entities mainhand?

2.Since i want the entity to move like a normal skeleton would, where can i find the rotationAngle values used by the original?

  • Author

import java.util.Random;

import net.minecraft.entity.monster.EntitySkeleton;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.entity.projectile.EntityTippedArrow;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;

public class EntityPlagueArcher extends EntitySkeleton
{
    
    public EntityPlagueArcher(World worldIn)
    {
        super(worldIn);
    }
    
    @Override
    protected EntityArrow getArrow(float p_190726_1_)
    {
        Random rand = new Random();
        EntityArrow entityarrow = super.getArrow(p_190726_1_);
        if (rand.nextInt(2) == 0)
        {
            ItemStack item = new ItemStack(Items.TIPPED_ARROW,1,14);
            ((EntityTippedArrow)entityarrow).setPotionEffect(item);
            return entityarrow;
        }
        else
        {
            return entityarrow;
        }
    }
}

 

Sry if it's not color coded i don't know how you did that last time.

  • Author

Nevermind it's just the model that's not working correctly, it does shoot.

Edited by nil

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