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Java Skeletons

A bedrock addon that aims to recreate the Java Edition AI of skeletons

See also: Bedrock-Style Skeleton Shoot Speed for Java Edition

A simple add-on that aims to recreate the Java AI of skeleton mobs. This includes the regular skeleton, stray and bogged. 

In Java, skeletons strafe sideways shortly after firing their first arrow. Every time they fire an arrow, they have a 30% chance of changing directions. When targets are within 8 blocks, they back away, otherwise they slowly approach. 

Furthermore, skeletons in Java will sprint towards your general direction when either too far or lost line of sight for too long. Additionally, they can strafe into cover and pre-pull their bows then eventually peeking to shoot.

In Bedrock however, they stand mostly still, just plinking you with their arrows. They don't even have a bow animation! Though, they get a little bit crazy up close...

 

 

Features:

-Near accurate movement recreation

-Bow pulling animations

-Sprinting to chase targets that are too far

-Peek shooting when there is a corner to hide behind

 

Other addon compatibilities:

-Does not modify any .json files in behavior pack!

-Actions and Stuff compatible! (Be sure to put Java Skeleton Parity resource pack above A&S)

-Better on Bedrock enchanted skeleton variants are supported (since they fire faster, their animations happen sooner)

-As long as the mob is classified as 'skeleton' in minecraft:type_family and shoots arrows, they will work

 

Implementing addon compatibility:

If ever your skeleton does not behave correctly, follow this short guide. Additionally, this also let's you fix any conflict that occurs if your own addon changes the behavior of vanilla skeletons.

If your behavior pack doesn't have a script, add this:

import { system, world } from '@minecraft/server';

world.afterEvents.entitySpawn.subscribe((entityEvent) => {
  if(entityEvent && entityEvent.entity) {
    const entity = entityEvent.entity;
    if(entity.typeId == 'youraddon:yourskeleton') {
      entity.setDynamicProperty('java:ranged_attack_interval_min', 1); //must be the same as the attack_interval_min in the minecraft:behavior.ranged_attack of your skeleton, default value is 1
      entity.setDynamicProperty('java:ranged_attack_interval_max', 3); //must be the same as the attack_interval_max in the minecraft:behavior.ranged_attack of your skeleton, default value is 3
       entity.setDynamicProperty('java:ranged_attack_radius, 15); //must be the same as attack_radius in the minecraft:behavior.ranged_attack of your skeleton, default value is 15
    }
  }
});

If you have a script in your behavior pack, you can splice some of the contents of this example.

 

Known issues:

-Since this mod does not modify any .json files on behavior side and purely relies on a script, skeletons retain their increased fire rate when up close! 

-Slow firing skeletons occasionally stop strafing

-Very rarely, skeletons will shoot a comically slow arrow, which just falls to the ground. This bug happens mostly when they're trying to chase you!

The Java Skeletons Team

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