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Non Hostile (passive) Witch?

OK, so I really just want to know if there's any way I can spawn a witch that's not hostile, I would try to figure out the command string for it myself, but I'm not that good at command strings. Brickticks (talk) 19:50, 18 February 2015 (UTC)

Based on what you need, the tag "NoAI" could be set to disable its AI entirely (/summon Witch ~ ~ ~ {NoAI:1}), preventing it from moving. Otherwise, there is no good solution to change hostility currently. KnightMiner (t·c) 20:26, 18 February 2015 (UTC)

Do witches always drop potions when killed while drinking them or is it a chance-based drop?

The description is a little bit ambiguous and I cannot verify this myself since I don't know if I'm doing it right. I built a small machine that dispenses a water bucket over witches and splashes them with a Potion of Harming II, after which I slay them with an enchanted diamond sword under the Strength II potion effect, but I haven't gotten any Potion of Water Breathing drops yet. Papersphere (talk) 01:44, 24 May 2015 (UTC)

Non-hut spawns?

I was watching Kikoskia's hardcore let's play, and he several times ran into witches, well underground. (He'd mined down from the bottom of a ravine, broken into a different cave system, and saw witches. After killing them, he explored, and there were no open pits or anything they could have fallen from; the particular spawn was a small island in an ocean that took 3-4 minutes to cross by boat.) In his next series, while on the ground in a non-swamp biome not near a village, he had two witches spawn at once outside his house. Has anyone else run across that? --Azaram (talk) 18:14, 30 July 2015 (UTC)

See Witch#Spawning: "witches can spawn anywhere in the Overworld at a light level of 7 or less." -Mikazukinoyaiba 19:42, 30 July 2015 (UTC)
Ok, I did miss that, derp. 6_9. But the next section says "Afterwards, only witches will spawn in the 7×9×7 area that is the witch hut." which is what I was looking at. Although now that I'm reading it again, that seems to say that 'even if something else could normally spawn there, only witches will', so double derp. (slinks off with tail between legs) --Azaram (talk) 20:38, 30 July 2015 (UTC)

Villagers turned to witches inside a house!

We have a village set up to allow the villagers to breed, not a crazy breeder, but it does the job. We had 8-10 villagers inside a modified villager house, some with really good trades. One of the others on the server announced that there were suddenly 6 or more witches in the house killing the villagers. She tried to kill the witches but was being overwhelmed. By the time I got my character to the village, there were only a couple witches left and most of the villagers in the house were gone.

Come to find out, it had been raining and there was a lightning strike. Only thing I can assume happened was that the strike was right beside the house.... Anyone else had this happen?? We also had a lightning strike In a pig pen and ended up with a bunch of Pig men. --99.24.45.232 04:40, 11 January 2016 (UTC)

See Witch#Spawning, particularly the 'Villagers' section. -- Orthotopetalk 04:47, 11 January 2016 (UTC)

Condition to cast potion of harming

Consider a player within 3 blocks, without the weakness status effect, but with health less than 8♥♥♥♥ or already poisoned. According to offensive behavior, there is a 25% chance that witch will throw a potion of weakness.

Does "If none of the above conditions are true, witches default to using a potion of harming." imply that in this situation, there is a 75% chance that witch will throw a potion of harming or a 75% chance that witch will throw nothing?

I'm trying to get a captured witch cast a potion of weakness on a nearby captured zombie villager to cure him with a golden apple, but it doesn't seem to work. 93.136.236.242 12:08, 26 November 2017 (UTC)

It implies a potion of harming. The code looks like this:
PotionType potiontype = PotionTypes.HARMING;

if (distance >= 8.0F && !target.isPotionActive(MobEffects.SLOWNESS)) {
    potiontype = PotionTypes.SLOWNESS;
} else if (target.getHealth() >= 8.0F && !target.isPotionActive(MobEffects.POISON)) {
    potiontype = PotionTypes.POISON;
} else if (distance <= 3.0F && !target.isPotionActive(MobEffects.WEAKNESS) && this.rand.nextFloat() < 0.25F) {
    potiontype = PotionTypes.WEAKNESS;
}
The "25% chance" part is also part of the condition. --Pokechu22 (talk)
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