Fake Players 2.2.0 (1.20.1 Forge/NeoForge)
Curse Maven Snippet
What's new
v2.2.0
- Fakes can fight with ranged weapons (#58). A fake holding a bow, crossbow or trident now fights like a skeleton instead of walking into melee: it holds its distance, circles the target, backs off when the target closes and looses when it has a clear line of sight. Bows are drawn and released properly, crossbows charge and fire on the pillager's timing, and tridents are thrown. This applies wherever a fake already fights, so a Guard on patrol and a fake defending itself both use it.
- Ranged fakes shoot their own ammunition (#58). Arrows come out of the fake's inventory, offhand first, so tipped and spectral arrows work and a fake that runs out falls back to melee rather than shooting for free. A thrown trident is not recoverable, so the held one is damaged instead of being consumed and the fake is never left unarmed. The Infinity enchantment is not honoured yet.
- The management screen can be opened with a key of your choosing (#57). There is a new "Open Fake Player Menu" binding under a Fake Players category in the controls screen. It is unbound by default, so sneak + right-click keeps working exactly as before. Bind a key and the menu opens from that key instead while you are looking at a fake, and sneak + right-click stops opening it, which gets Fake Players out of the way of mods that claim right-click on mobs.
Thanks to Raileen and user_xkelxur3h8vuiwfb for the requests.
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