1. Giant
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Spawn: Fix contradictory light condition (
light < 8 && light > 11→ standard hostile spawn: light < 7, any Overworld biome) -
AI: Restore 18wXXa snapshot AI (2× zombie speed, 50 damage on Normal)
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Hate trigger:
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When health drops below 25%, the Giant begins to smoke (visual warning)
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If any player attacks it while it's below 25%, or if a player reduces it to below 25%, it becomes hostile toward that player
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Speed and damage then activate (2× speed, 50 damage)
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2. Killer Bunny
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Cannot spawn naturally. It must be player-created through an extremely rare ritual:
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Biome: Plains (surface only)
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Time: Daytime (clear weather)
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Target: A rabbit with exactly Poison, Slowness, and Weakness (no other effects)
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Environment: 5+ different hostile mobs within 16 blocks (undead excluded — they burn in daylight)
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Player must be within 32 blocks
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Transformation chance: Adult 5%, Baby 1% (while conditions hold)
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Stats: Same as original Killer Bunny (3 HP, 8 armor, fast, attacks players/wolves)
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Self-immolation (Red Hulk tribute): After 60 seconds chasing same target → catches fire, dies after 120 seconds no target
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Reward: 1000 XP on death — huge payoff for the insane effort to create it
3. Illusioner
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Already fully coded (Blindness spell, clones + invisibility, wallhack vision, raid participation via command)
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Still maintained: 1.21.2 added "avoids Creaking" behavior
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Just enable it:
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Spawn in Woodland Mansions (replace some Evokers)
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Spawn rarely in Pillager Outposts
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Join Raids from wave 4+
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