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AI Targets

Define what entities your mob will target for attacks.

Syntax

AITargets:
- nearestplayer
- hurtbytarget{alertallies=true}
- 1 nearestplayer # With explicit priority
- 2 hurtbytarget # Lower priority (runs after 1)

Priority Syntax: X targetname or X targetname{params} where X is the priority number. Lower numbers run first.

Target Types

nearestplayer

Targets the nearest player within range.

ParameterTypeDefaultDescription
mustseebooleantrueRequires line of sight to target

Priority: 1

- nearestplayer
- nearestplayer{mustsee=false} # Can sense through doors (like zombies)
tip

Set mustsee=false for mobs that should detect players through closed doors, like zombies breaking down doors.

hurtbytarget

Targets whatever entity last attacked this mob.

ParameterTypeDefaultDescription
alertalliesbooleanfalseAlert nearby mobs of the same type

Priority: 2

- hurtbytarget
- hurtbytarget{alertallies=true}

nearestattackable

Targets the nearest entity of a specific type. Much more flexible than nearestplayer.

ParameterTypeDefaultDescription
targettypestringplayerType of entity to target (see list below)
mustseebooleantrueMust have line of sight to target
mustreachbooleanfalseMust be able to path to target
intervalint10Ticks between target scans

Priority: 2

Valid target types:

  • player - Players
  • monster - All hostile mobs
  • animal - All passive animals
  • livingentity - Any living entity
  • Specific mobs: zombie, skeleton, creeper, spider, enderman, witch, slime, phantom, blaze, ghast, villager, irongolem, snowgolem, wolf, cat, pig, cow, sheep, chicken, horse, goat
- nearestattackable{targettype=player}
- nearestattackable{targettype=monster, mustsee=true}
- nearestattackable{targettype=animal, interval=20}

Pet Targets

These targets work with the Taming module for pet behavior.

ownerhurtby

Targets entities that hurt the pet's owner. Makes pets defensive.

ParameterTypeDefaultDescription
---No parameters

Priority: 1

- ownerhurtby

ownerhurt

Targets entities that the pet's owner attacked. Makes pets attack what their owner attacks.

ParameterTypeDefaultDescription
---No parameters

Priority: 2

- ownerhurt
tip

Use both ownerhurtby and ownerhurt together for full pet combat support:

AITargets:
- ownerhurtby # Defend owner
- ownerhurt # Attack owner's targets

Animal Targets

nontamerandom

Targets random entities of a type, but only when the mob is not tamed. Useful for wild predators that become docile when tamed.

ParameterTypeDefaultDescription
targettypestringanimalType of entity to target

Priority: 3

Valid target types: player, monster, animal, livingentity, wolf, cat, pig, cow, sheep, chicken

- nontamerandom{targettype=chicken}
- nontamerandom{targettype=animal}

Priority System

Targets are checked based on priority (lower = checked first):

PriorityTarget
1nearestplayer, ownerhurtby
2hurtbytarget, nearestattackable, ownerhurt
3nontamerandom

Override with priority prefix syntax:

- 1 hurtbytarget
- 2 nearestplayer

Examples

Hostile

Attacks players on sight:

AITargets:
- nearestplayer

Door Breaker (Zombie-like)

Can sense players through doors and break them down:

AIGoals:
- float
- breakdoor{breaktime=120}
- meleeattack
- wateravoidingrandomstroll
AITargets:
- nearestplayer{mustsee=false} # Senses through doors

Neutral

Only attacks when provoked:

AITargets:
- hurtbytarget

Hostile + Retaliates

Attacks players and retaliates against other attackers:

AITargets:
- nearestplayer
- hurtbytarget

Pack Animal

Alerts allies when attacked:

AITargets:
- hurtbytarget{alertallies=true}

Monster Hunter

Attacks hostile mobs:

AITargets:
- nearestattackable{targettype=monster}

Predator

Hunts passive animals:

AITargets:
- nearestattackable{targettype=animal, mustsee=true}

Tameable Pet

Defends and assists owner when tamed:

Taming:
enabled: true
item: bone
AITargets:
- ownerhurtby
- ownerhurt

Wild Predator (Tames to Docile)

Hunts animals when wild, stops hunting when tamed:

Taming:
enabled: true
item: raw_beef
AITargets:
- nontamerandom{targettype=chicken}
- hurtbytarget

Complete Example

pack_wolf:
Model: wolf_model
Display: '&7Pack Wolf'
Health: 20
Damage: 4
Taming:
enabled: true
item: bone
AIGoals:
- float
- sitwhenordered
- followowner{speed=1.0, teleportdistance=12}
- leapattarget{leapheight=0.4}
- meleeattack{speed=1.3}
- randomstroll
- lookatplayer
AITargets:
- ownerhurtby
- ownerhurt
- nontamerandom{targettype=chicken}
- hurtbytarget{alertallies=true}

This creates a wolf that:

  • Can be tamed with bones
  • Sits when right-clicked by owner
  • Follows and teleports to owner
  • Leaps at targets
  • Defends owner when they're attacked
  • Attacks what owner attacks
  • Hunts chickens when wild (stops when tamed)
  • Alerts nearby pack wolves when attacked