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(Created page with "<More information soon> None: Only idles. <br> Melee: Follows player to do melee attack(contact damage) <br> Ranged: Follows player to do ranged attack(projectiles) <br> Burs...")
 
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<More information soon>
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<More information soon> <br>
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'''Mob AI''' or '''AI''' for short is a set pattern of behaviors by mobs towards the player or other mobs.
   
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==Hostile==
None: Only idles. <br>
 
Melee: Follows player to do melee attack(contact damage) <br>
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*'''Melee''': Follows player to do melee attack. (Contact damage)
Ranged: Follows player to do ranged attack(projectiles) <br>
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*'''Ranged''': Follows player to do ranged attack. (Projectiles)
 
*'''Berserk''': Attacks everything nearby, except other Berserks. (Contact damage)
BurstRanged: Shoots 10 projectiles at once like a shotgun blast towards player.(projectiles) <br>
 
 
*'''BerserkRanged''': Attacks everything, except other BerserkRanged. (Projectiles)
RapidRanged: Shoots 5 projectiles quickly before attackrate delay is factored in.(projectiles) <br>
 
 
*'''BurstRanged''': Shoots 10 projectiles at once like a shotgun blast towards player. (Projectiles)
Crawl: Move towards player for 1.5-2 seconds, then stop for 1.5-2 seconds(contact damage) <br>
 
 
*'''RapidRanged''': Shoots 5 projectiles quickly before attackrate delay is factored in. (Projectiles)
Charge: Charges directly towards player for 1.5 seconds, going past and then turning around, like a rushing bull(contact damage) <br>
 
 
*'''Crawl''': Move towards player for 1.5-2 seconds, then stop for 1.5-2 seconds. (Contact damage)
Berserk: Attacks everything nearby, except other Berserks(contact damage) <br>
 
 
*'''Charge''': Charges directly towards player for 1.5 seconds, going past and then turning around, like a rushing bull. (Contact damage)
BerserkRanged: Attacks everything, except other BerserkRanged(projectiles) <br>
 
 
*'''Jumper''': Like melee, but will jump all the time. (Contact damage)
Guard: Guard and attacks aggressive mobs getting into their vision, then go back to their spot(contact damage) <br>
 
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*'''JumperRanged''': Like Ranged, but will jump all the time. (Projectiles)
RangedGuard: Same as guard, but ranged.(projectiles) <br>
 
 
*'''Support''': Like protect, only they follow other mobs instead and attack you. Will not follow other supports. (Projectiles)
Ally: Similar to guard, but has no specific spot to return to and will just wander(contact damage) <br>
 
Protect: Will follow a player and attack hostile mobs if they get close(contact damage) <br>
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*'''Retreat''': Will attack normally, but acts Scared whenever hit for 2-3 seconds. (Contact damage)
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Neutral: Won't attack until attacked first(contact damage) <br>
 
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==Passive==
NeutralRanged: Won't attack until attacked first. Glitched slightly, automatically shoots a projectile each time they are hit ignoring normal attack rate(projectiles) <br>
 
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*'''None''': Only wanders around and idles. If a mob does not move, it is still a None AI mob but with its speed set to 0.
Jumper: Like melee, but will jump all the time(contact damage) <br>
 
JumperRanged: Like Ranged, but will jump all the time(projectiles) <br>
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*'''Look''': Similar to None AI, but will look at the player if they get close.
Scared: Will always run away from player. <br>
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*'''Scared''': Will always run away from player.
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Support: Like protect, only they follow other mobs instead and attack you. Will not follow other supports(projectiles) <br>
 
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==Neutral==
Retreat: Will attack normally, but acts Scared whenever hit for 2-3 seconds(contact damage) <br>
 
 
*'''Neutral''': Won't attack until attacked first. (Contact damage)
Look: Similar to None AI, but will look at the player if they get close.
 
 
*'''NeutralRanged''': Won't attack until attacked first. Glitched slightly as it automatically shoots a projectile each time they are hit ignoring normal attack rate. (Projectiles)
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==Guard==
 
*'''Guard''': Guards and attacks aggressive mobs getting into their vision, then go back to their spot. (Contact damage)
 
*'''GuardRanged''': Same as guard, but ranged. (Projectiles)
 
*'''Ally''': Similar to guard, but has no specific spot to return to and will just wander. (Contact damage)
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*'''Protect''': Will follow a player and attack hostile mobs if they get close.(Contact damage)

Revision as of 23:24, 18 November 2021

<More information soon>
Mob AI or AI for short is a set pattern of behaviors by mobs towards the player or other mobs.

Hostile

  • Melee: Follows player to do melee attack. (Contact damage)
  • Ranged: Follows player to do ranged attack. (Projectiles)
  • Berserk: Attacks everything nearby, except other Berserks. (Contact damage)
  • BerserkRanged: Attacks everything, except other BerserkRanged. (Projectiles)
  • BurstRanged: Shoots 10 projectiles at once like a shotgun blast towards player. (Projectiles)
  • RapidRanged: Shoots 5 projectiles quickly before attackrate delay is factored in. (Projectiles)
  • Crawl: Move towards player for 1.5-2 seconds, then stop for 1.5-2 seconds. (Contact damage)
  • Charge: Charges directly towards player for 1.5 seconds, going past and then turning around, like a rushing bull. (Contact damage)
  • Jumper: Like melee, but will jump all the time. (Contact damage)
  • JumperRanged: Like Ranged, but will jump all the time. (Projectiles)
  • Support: Like protect, only they follow other mobs instead and attack you. Will not follow other supports. (Projectiles)
  • Retreat: Will attack normally, but acts Scared whenever hit for 2-3 seconds. (Contact damage)

Passive

  • None: Only wanders around and idles. If a mob does not move, it is still a None AI mob but with its speed set to 0.
  • Look: Similar to None AI, but will look at the player if they get close.
  • Scared: Will always run away from player.

Neutral

  • Neutral: Won't attack until attacked first. (Contact damage)
  • NeutralRanged: Won't attack until attacked first. Glitched slightly as it automatically shoots a projectile each time they are hit ignoring normal attack rate. (Projectiles)

Guard

  • Guard: Guards and attacks aggressive mobs getting into their vision, then go back to their spot. (Contact damage)
  • GuardRanged: Same as guard, but ranged. (Projectiles)
  • Ally: Similar to guard, but has no specific spot to return to and will just wander. (Contact damage)
  • Protect: Will follow a player and attack hostile mobs if they get close.(Contact damage)