manhuntbot
Curse Maven Snippet
What's new
## Manhunt Bot 1.1.0
### Added
- Play against 1 to 99 hunters: `/manhunt hunters <1-99>` (applied at the next `/manhunt start`); they spawn one after another and each has its own deaths/wins; targets, compass and lives are shared
- Fear system: hunters compare their strength (weapon damage x effective health, armor and shield included) to the player's. Nearby hunters add their strength together. A scared hunter trails the player from a distance, backs off when approached and only fights when cornered. Courage returns after roughly 45 seconds to 2 minutes of fear, depending on personality. A shield counts for +15% in the strength estimate
- `/manhunt permadeath `: a bot killed by a player never comes back and a message announces it. Deaths from other causes (fall, lava…) still respawn. Off by default, listed in the `/manhunt` help
- `/manhunt status` now shows each bot's fear level
- `/manhunt random `: each hunter gets the name and skin of a random real Minecraft account (applied at the next `/manhunt start`)
- Classic Manhunt mode: `/manhunt classic ` ends the game when the runner or the Ender Dragon dies, and `/manhunt headstart ` gives the runner a head start while hunters stand still
- Sky start (like manhunt videos): hunters spawn on a dirt platform 70 blocks above you and must find a way down without dying. They mine the platform bare-handed, build a 1-block-wide staircase and walk down it (never falling more than 1 block); hunters share the stairs already built. Once the ground is within a safe drop, the normal AI takes over
- `/manhunt sky ` and `/manhunt sky height <20-200>` (applied at the next `/manhunt start`)
- Warning at start if the `pvp` game rule is disabled
- Anti-stuck system: if a hunter wants to move but stays in the same spot (or circles) for about 5 seconds, it drops the current activity, frees itself (turns, jumps, digs) and picks something else
- More human behaviour: gradual head turns, looking around while walking, short "thinking" pauses between activities, occasional sprint-jumps
- Smarter hunting: hunters share sightings of the player, approach from different angles and search in a widening area around the last known position
### Changed
- Hunters now go after the player immediately instead of gearing up first
- Hunters always know where the player is, even when the compass setting is off
- A failed or blocked hunt is no longer put on hold, so bots don't fall back to mining and crafting
- A scared hunter backs off when the player is within 12 blocks, follows from 12 to 24 blocks, and gets closer again beyond that; it fights only when the player is within 4.5 blocks
- Hunters no longer hold grudges or pick fights with each other
- The sky start is off by default
### Fixed
- Bots could not be hit or killed: on Minecraft 26.2 a player stays invulnerable until its client reports "loaded", which fake players never did
- Bots jumping into the void endlessly (sky start) or standing idle (no known target position)
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