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[SOLVED] Run AI Goal/Target Selector mechanic not working

Joined
Mar 3, 2018
Messages
11
Trying to create a boss for a Minecraft server. My problem is that whenever the King Necronemva mob goes to absorb the health from the grunts (Fleshling Soldiers), the grunts don't change their AI goals/targets like they should. I know the skill is working correctly because the grunts change stance, they just don't change AI. Once they go into "heal mode", they should ignore players and go toward the King as he hovers in the air, but they don't. I have Volatile Features turned on in the config, so that's not the issue. What am I doing wrong? I'm trying to finish this boss by Monday afternoon, and I'm stumped.

Mobs file:

Code:
Necronemva:
  Type: HUSK
  Display: '&6King Necronemva'
  Health: 2500
  Riding: Erabus
  Equipment:
  - NecronemvaCrown:4
  - NecronemvaChest:3
  - NecronemvaLegs:2
  - NecronemvaFeet:1
  - NecronemvaSword:0
  - NecronemvaShield:5
  AIGoalSelectors:
  - 0 clear
  - 1 meleeattack
  - 2 randomstroll
  AITargetSelectors:
  - 0 clear
  - 1 attacker
  - 2 players
  - 3 golems
  Options:
    AlwaysShowName: true
    PreventRandomEquipment: true
    PreventOtherDrops: true
    MovementSpeed: 0.3
    Despawn: false
    FollowRange: 100
  BossBar:
    Enabled: true
    Title: 'King Necronemva'
    Range: 50
    Color: YELLOW
    Style: SEGMENTED_10
  Skills:
  - signal{s=THRALL} @LivingInWorld ~onTimer:5
  - potion{type=WITHER;duration=100} ~onAttack @Target
  - skill{s=NecronemvaSpawn} ~onSpawn
  - skill{s=KingHealSpell} ~onDamaged <25%
  - skill{s=KingReturnStance} ~onTimer:10 >50%
  - skill{s=Levitate} @self ~onTimer:5
  - skill{s=Descend} @self ~onTimer:5
Erabus:
  Type: HORSE
  Display: 'Erabus'
  Health: 1000
  Armor: 10
  Options:
    HorseColor: BLACK
    HorseArmor: GOLD
    Saddled: true
    Tamed: true
    MovementSpeed: 0.5
    Despawn: false
    PreventOtherDrops: true
    Silent: true
  AIGoalSelectors:
  - 0 clear
  - 1 movetowardstarget
  - 2 randomstroll
  AITargetSelectors:
  - 0 clear
  - 1 ownertarget
  Skills:
  - setowner @Trigger ~onSignal:THRALL
  - sound{s=entity.zombie_horse.ambient} @Self ~onTimer:60 0.55
  - sound{s=entity.zombie_horse.hurt} @Self ~onDamaged
  - sound{s=entity.zombie_horse.death} @Self ~onDeath
NecroSoldier:
  Type: ZOMBIE
  Display: 'Fleshling Soldier'
  Health: 25
  Damage: 3-6
  Equipment:
  - NecroHelmet:4
  - NecroShield:5
  - iron_sword:0
  Options:
    Despawn: false
    PreventOtherDrops: true
  Skills:
  - setowner @Trigger ~onSignal:THRALL
  - skill{s=HealKing} ~onTimer:40 0.4
  - setstance{s=healking} @Self ~onSignal:HEALCALL
  - skill{s=KingHealCall} ~onSignal:HEALCALL
  - skill{s=KingHealDone} ~onSignal:HEALDONE
FallenPlayer:
  Type: ZOMBIE
  Display: 'Fallen Player'
  Health: 40
  Damage: 4-10
  Equipment:
  - FallenHeroHead:4
  - diamond_sword:0
  AIGoalSelectors:
  - 0 clear
  - 1 meleeattack
  - 2 randomstroll
  AITargetSelectors:
  - 0 clear
  - 1 attacker
  - 2 players
  - 3 golems
  Options:
    PreventRandomEquipment: true
    Despawn: false
    PreventOtherDrops: true
  Skills:
  - setowner ~onSignal:THRALL @Trigger
  - skill{s=HealKing} ~onTimer:40 0.4
  - setstance{s=healking} @Self ~onSignal:HEALCALL
  - skill{s=KingHealCall} ~onSignal:HEALCALL
  - skill{s=KingHealDone} ~onSignal:HEALDONE

Skills file:

Code:
NecronemvaSpawn:
  Skills:
  - effect:lightning @self
  - effect:particlering{particle=flame;r=4;p=16;amount=5;hS=-0.8}
  - sound{s=entity.wither.spawn} @PlayersInWorld
  - delay 15
  - healpercent{m=1} @self
  - delay 5
  - message{msg="&7&oI am &6&oNecronemva&7&o, &6&oKing of the Undead&7&o<&cm> and I have risen to offer &a&oa gift to all mortals&7&o of this world. Come and be &a&opurged of your pain and your weakness&7&o<&cm> the weakness that resides in all living flesh. Cast aside your &c&odying vessels and embrace your &e&odeliverance&7&o through &c&ofire&7&o and &c&oblood&7&o<&cm> embrace your &e&olife everlasting!<&nl><&nl>&d&l&oGLORY BE TO THE NEW FLESH!!"} @PlayersInWorld
  - summon{type=NecroSoldier;amount=2} @Ring{radius=5;points=20}
HealKing:
  Conditions:
  - stance{s=healking} true
  Skills:
  - delay 10
  - damage{a=5;ia=true;pk=true} @Self
  - missile{onTick=HealKing-Tick;onHit=HealKing-Hit;v=10;i=1;hR=1;vR=1;syo=1;sfo=1.5;tyo=1.5} @Parent
  - sound{s=entity.blaze.shoot;v=0.1;p=0.01} @Origin
HealKing-Tick:
  Skills:
  - effect:particles{p=reddust;amount=5;speed=0;hS=0.2;vS=0.2;color:#ff172e} @origin
HealKing-Hit:
  Skills:
  - heal{a=3}
  - sound{s=entity.guardian.hurt;v=1.5;p=0.43}
  - effect:particles{p=heart;amount=5;speed=0;hS=1.5;vS=1.5}
KingHealSpell:
  Skills:
  - dismount
  - summon{type=NecroSoldier;amount=2} @Ring{radius=10;points=20}
  - setstance{s=heal} @Self
  - delay 20
  - signal{s=HEALCALL} @LivingInWorld
KingHealCall:
  Skills:
  - runaigoalselector{goal=clear} @Self
  - runaitargetselector{target=clear} @Self
  - delay 5
  - runaigoalselector{goal=gotoowner} @Self
Levitate:
  Conditions:
  - altitude{a=0-10}
  - stance{s=heal}
  Skills:
  - potion{t=LEVITATION;d=6;force=true} @Self
  - effect:particlesphere{particle=reddust;amount=200;radius=5;c=#ff172e} @Self
Descend:
  Conditions:
  - altitude{a=11-256}
  - stance{s=heal}
  Skills:
  - potion{t=SLOW_FALLING;d=6;force=true} @Self
  - effect:particlesphere{particle=reddust;amount=200;radius=5;c=#ff172e} @Self
KingReturnStance:
  Conditions:
  - stance{s=heal} true
  Skills:
  - setstance{s=attack} @Self
  - signal{s=HEALDONE} @LivingInWorld
KingHealDone:
  Skills:
  - runaigoalselector{goal=clear} @Self
  - delay 5
  - runaigoalselector{goal=meleeattack} @Self
  - runaitargetselector{target=attacker} @Self
  - delay 5
  - runaigoalselector{goal=randomstroll} @Self
  - runaitargetselector{target=players} @Self
  - delay 5
  - runaitargetselector{target=golems} @Self
  - delay 5
  - setstance{s=attack} @Self
 
Joined
Mar 3, 2018
Messages
11
Never mind. I hadn't set AI goals or selectors to the grunts in general, so obviously they wouldn't take commands for custom AI when they were just relying on vanilla AI. I dumb.
 
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