Client entity definitions are contained within a Resource Pack. To start, create a new folder and name it "entity" inside the root of the Resource Pack. In the entity folder create a JSON file and give it a name.The JSON file needs a format version and minecraft:client_entity information.The minecraft:client_entity section contains the description for the entity. Under description there are a number of things that you can set about an entity. Generally, this file is defining what resources a mob requires and gives a friendly name to each, that the other definition files can use.
猪的客户端实体定义JSON示例
"format_version": "1.8.0", "minecraft:client_entity": { "description": { "identifier": "minecraft:pig", "min_engine_version": "1.8.0", "materials": { "default": "pig" }, "textures": { "default": "textures/entity/pig/pig", "saddled": "textures/entity/pig/pig_saddle" }, "geometry": { "default": "geometry.pig.v1.8" }, "animations": { "setup": "animation.pig.setup", "walk": "animation.quadruped.walk", "look_at_target": "animation.common.look_at_target", "baby_transform": "animation.pig.baby_transform" }, "animation_controllers": [ { "setup": "controller.animation.pig.setup" }, { "move": "controller.animation.pig.move" }, { "baby": "controller.animation.pig.baby" } ], "render_controllers": [ "controller.render.pig" ], "locators": { "lead": { "head": [ 0.0, 14.0, -6.0 ] } }, "spawn_egg": { "texture": "spawn_egg", "texture_index": 2 } } }
This sets the color or texture used for the entity Spawn Egg. There are 2 ways to do this. The first is to use the hex value for the base color and the overlay color.
When there are more than one texture associated with a texture name you can use an index to pick the one that you want. If no index is specified than it is assumed to be 0 and the first texture in the list is used.
指定了一个纹理的刷怪蛋示例
"spawn_egg": { "texture": "spawn_egg", "texture_index": 2 }
使用了十六进制值的刷怪蛋示例
"spawn_egg": { "base_color": "#53443E", "overlay_color": "#2E6854" }
Animation controllers decide which animations to play when. Each Controller contains a list of states that play one or more animations. Allows the player to assign names to reference the long names for animation controllers. Names are required and need to be unique from all other names in the animation controllers for that mob. Players can reference animation controllers from the vanilla Minecraft Resource Pack or create their own. Custom animation controllers should be in the animation_controllers folder at the root of the Resource Pack.返回顶部
Allows the player to assign names to reference the long name for animations. These names are used by the animation controller JSON. Players can reference animations from the vanilla Minecraft Resource Pack or create their own. Custom animations should be in the animation folder at the root of the Resource Pack.返回顶部
This determines if the entity can equip attachables when this is set to true. This allows the entity to render armor and weapons.
"enable_attachables": true
This determines if the armor attached to an entity should be hidden when set to true. This overrides the rendering settings specified by 'enable_attachables'
"hide_armor": true
The identifier is used to register the entity with the server. In the Client Entity Definitions JSON the identifier sets the appearance of the entity(materials, textures, geometry, etc.) The matching identifier in the Entity Behavior JSON in the Behavior Pack is what gives the entity its behaviors.返回顶部
Locator offsets are specified in model space. An example of a locator is the "lead" locator used to specify where the lead will attach to graphically.
"locators": { "lead": { "head": [ 0.0, 14.0, -6.0 ] } }
Players can set the materials, texture and geometry used for the entity in this section. Players can set one or more materials, textures, and geometries that can be used by the mob. Players must set user defined names for them. These names are used in the Render Controllers JSON. Players can reference materials, textures, and geometry from the vanilla Minecraft Resource Pack or create their own. Custom materials, textures, and geometry should be in the corresponding folder at the root of the Resource Pack.返回顶部
When present, players can set the min version needed to allow the JSON to be parsed. The version in the definition is compared to the engine version for which the top resource pack was built.If a definition's min_engine_version is newer than that pack's engine version then the definition is not parsed.Multiple definition files may use the same identifier, in which case only one of those definitions will be loaded. The definition with the same or closest and not greater min_engine_version, as compared to the top resource pack's engine version, will be parsed; all other definitions with the same identifier will not be parsed.This can be useful for continuing to support an older version of an entity, when an older resource pack is used at the top of the resource pack stack, while also supporting a newer version of the entity in all other cases.返回顶部
Allows the player to assign a key to reference the long name for particles. When these are present, the particle is created when the entity is spawned. Keys are required and need to be unique from all other keys in the animation controllers. Players can reference particles from the vanilla Minecraft Resource Pack or create their own. Custom particles should be in the particle folder at the root of the Resource Pack.返回顶部
Specifies the names of render controllers. This name needs to match the name of a corresponding JSON located in the Render Controllers folder. Players can reference Render Controllers from the vanilla Minecraft Resource Pack or create their own. Custom Render Controllers should be in the textures folder at the root of the Resource Pack.返回顶部
Scripts allow players to use Molang to compute calculations once and store that value. This value than can be used over and over again without the need to constantly recompute the calculations. Scripts currently support pre - animation and scale.More script types will be added later.-Pre-animation scripts are evaluated immediately before animations are processed.-Scale sets the scale of the mob's geometry.
鳕鱼的预动画脚本示例
"scripts": { "pre_animation": [ "variable.ZRot = !query.is_in_water ? Math.cos((query.time_stamp + global.frame_alpha) * 14.32) * 90 : 0.0;", "variable.AnimationAmountBlend = Math.lerp(variable.AnimationAmountPrev, variable.AnimationAmount, global.frame_alpha);" ] },
蝙蝠的缩放动画脚本示例
"scripts": { "scale": "0.35" },
Data-Driven spawning allows you to adjust the spawn conditions of mobs, including new mobs added to the game to spawn naturally in biomes, add / remove a mob's spawn egg to the creative inventory and set the mob's spawn egg, and add / remove a to the / summon command
Each biome in the game has one or more tags. These are used to determine what biomes mobs spawn in. Here is the list of Biome tags that can be used:
标签 |
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animal |
beach |
birch |
cold |
dark_oak |
deep |
desert |
edge |
extreme_hills |
flower_forest |
forest |
frozen |
hills |
ice |
ice_plains |
jungle |
lakes |
lukewarm |
mega |
mesa |
monster |
mooshroom_island |
mountain |
mutated |
nether |
ocean |
plains |
plateau |
river |
roofed |
savanna |
shore |
stone |
swamp |
taiga |
the_end |
warm |
Conditions contain different components that players can use to customize natural biome spawning.
名称 | 描述 | ||||||||||||||||||||
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minecraft:biome_filter | This component allows the players to specify which biomes the mob spawns in. Check below to see which Biome Tags exist, and what each biome is tagged as. | ||||||||||||||||||||
minecraft:brightness_filter | This component allows players to set the light level range that causes the mob to spawn.
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minecraft:density_limit | This component allows players to determine the density cap limits for the specified mob type.
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minecraft:difficulty_filter | This component allows players determine what mobs spawn when certain difficulty levels are set.
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minecraft:herd | This component allows players to determine the herd size of animals.
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minecraft:spawns_on_surface | This component allows the mob to spawn on the ground. Adding the component causes it to be true, removing it causes the mob to stop spawning on the surface. | ||||||||||||||||||||
minecraft:spawns_underwater | This component allows the mob to spawn underwater. Adding the component causes it to be true, removing it causes the mob to stop spawning underwater. | ||||||||||||||||||||
minecraft:weight | This component allows players to give a priority to how often that mob should spawn. Mobs with lower weight values have a higher chance to spawn than mobs with higher weight values.
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New Spawn Rules are contained within a Behavior Pack. To begin, create a new folder named "spawn_rules" in the root of the Behavior Pack that you want to add the new biome spawn rules in. In the spawn_rules folder, create a JSON file and give it a name. The JSON file needs a format, description and conditions.Spawn rules contain description and conditionsAll Spawn Rules JSON need to have an ID (located under the description section). Similar to other identifiers, it follows the convention "namespace:name". The minecraft namespace is reserved for the vanilla Minecraft rules.When changing an existing mob use the ID that appears in the entity JSON for that entity. When creating your own mob, make sure the mobs have the same ID in all the entity's JSON files.生成规则 also needs to define the pool that is used for population control.Each pool has their own spawn limit, By setting an entity to a pool it will spawn as long as that pool hasn't reached the spawn limit.There are 3 pools that entities can be assigned to :-animal-water_animal-monster返回顶部
生物群系 | 标签 |
---|---|
Beach | monster, beach, warm |
Birch Forest | animal, monster, birch, forest |
Birch Forest Hills | animal, monster, birch, forest, hills |
Birch Forest Hills M | animal, monster, forest, birch, mutated, hills |
Birch Forest M | animal, monster, forest, birch, mutated |
Cold Ocean | ocean, cold, monster |
Cold Taiga M | animal, monster, taiga, cold, mutated |
Dark Forest | animal, monster, forest, roofed |
Dark Forest M | animal, monster, roofed, forest, mutated |
Deep Cold Ocean | ocean, cold, monster, deep |
Deep Frozen Ocean | ocean, frozen, monster, deep |
Deep Lukewarm Ocean | ocean, lukewarm, monster, deep |
Deep Ocean | ocean, monster, deep |
Deep Warm Ocean | ocean, warm, monster, deep |
Desert | monster, desert |
Desert Hills | monster, desert, hills |
Desert M | monster, desert, mutated |
Forest | animal, monster, forest |
Forest Hills | animal, monster, hills |
Forest M | monster, flower_forest, forest, mutated |
Frozen Ocean | ocean, frozen |
Frozen River | river, frozen |
Giant Tree Taiga | animal, monster, taiga, mega |
Giant Tree Taiga Hills | animal, monster, taiga, mega, hills |
Giant Tree Taiga Hills M | animal, monster, taiga, mega, hills, mutated |
Giant Trees Taiga M | animal, monster, mutated, mega |
Jungle | animal, monster, jungle |
Jungle Edge | animal, monster, jungle, edge |
Jungle Edge M | animal, monster, jungle, edge, mutated |
Jungle Hills | animal, monster, jungle, hills |
Jungle M | animal, monster, jungle, mutated |
Lukewarm Ocean | ocean, lukewarm, monster |
Mesa | monster |
Mesa M | animal, monster, mesa, mutated |
Mesa Plateau | monster, mesa |
Mesa Plateau M | monster, mesa, plateau, mutated |
Mesa Plateau Stone | monster, plataeu |
Mesa Plateau Stone M | monster, mesa, plateau, mutated, stone |
Mountain | animal, monster, extreme_hills |
Mountain + M | animal, monster, extreme_hills, mutated, forest |
Mountain Edge | animal, monster, extreme_hills, edge, mountain |
Mountain M | animal, monster, extreme_hills, mutated |
Mushroom Fields | mooshroom_island |
Mushroom Fields Shore | mooshroom_island, shore |
Nether | nether |
Ocean | ocean, monster |
Plains | animal, monster, plains |
Plains M | animal, monster, plains, mutated |
River | river |
Savanna | animal, monster, savanna |
Savanna M | animal, monster, savanna, mutated |
Savanna Plateau | animal, monster, savanna |
Savanna Plateau M | animal, monster, savanna, plateau, mutated |
Snowy Beach | monster, beach, cold |
Snowy Mountains | frozen, ice, mountain |
Snowy Taiga | animal, monster, taiga, cold |
Snowy Taiga Hills | animal, monster, taiga, cold, hills |
Snowy Tundra | frozen, ice_plain, ice |
Snowy Tundra M | monster, frozen, ice_plains, mutated |
Stone Shore | monster, beach, stone |
Swamp | animal, monster, swamp |
Swamp M | animal, monster, swamp, mutated |
Taiga | animal, monster, taiga |
Taiga Hills | animal, monster, taiga, hills |
Taiga M | animal, monster, taiga, mutated |
The End | the_end |
Warm Ocean | ocean, warm, monster |
Wooded Mountain | animal, monster, extreme_hills, forest, mountain |
返回顶部
僵尸的生成规则示例
"format_version": "1.8.0", "minecraft:spawn_rules": { "description": { "identifier": "minecraft:zombie", "population_control": "monster" }, "conditions": [ { "minecraft:spawns_on_surface": {}, "minecraft:brightness_filter": { "min": 0, "max": 7, "adjust_for_weather": true }, "minecraft:difficulty_filter": { "min": "easy", "max": "hard" }, "minecraft:weight": { "default": 100 }, "minecraft:herd": { "min_size": 2, "max_size": 4 }, "minecraft:permute_type": [ { "weight": 95 }, { "weight": 5, "entity_type": "minecraft:zombie_villager" } ], "minecraft:biome_filter": { "test": "has_biome_tag", "operator": "==", "value": "monster" } } ] }
Filters allow data objects to specify test criteria which allows their use.For example, a model that includes a filter will only be used when the filter criteria is true.A typical filter consists of four parameters: name: the name of the test to apply. domain: the domain the test should be performed in. An armor slot, for example. This parameter is only used by a few tests. operator: the comparison to apply with the value, such as 'equal' or 'greater'. value: the value being compared with the test.A typical filter looks like the following: { "test" : "moon_intensity", "subject" : "self", "operator" : "greater", "value" : "0.5" } Which results in the calling entity (self) calculating the moon_intensity at its location and returning true if the result is greater than 0.5.Tests can be combined into groups using the collections 'all_of', 'any_of', or 'none_of'. All tests in an 'all_of' group must pass in order for the group to pass. One or more tests in an 'any_of' group must pass in order for the group to pass. All tests in a 'none_of' group must fail in order for the group to pass.
Compares the current time with a float value in the range (0.0, 1.0). 0.0= Noon 0.25= Sunset 0.5= Midnight 0.75= Sunrise
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 小数 | (必须)一个浮点值。 |
完整..
{ "test": "clock_time", "subject": "self", "operator": "equals", "value": "0.00" }
简短(使用默认值)..
{ "test": "clock_time", "value": "0.00" }
Compares the distance to the nearest Player with a float value.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 小数 | (必须)一个浮点值。 |
完整..
{ "test": "distance_to_nearest_player", "subject": "self", "operator": "equals", "value": "0.00" }
简短(使用默认值)..
{ "test": "distance_to_nearest_player", "value": "0.00" }
Returns true when the subject entity has the named ability.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 字符串 | (必须)要测试的能力
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完整..
{ "test": "has_ability", "subject": "self", "operator": "equals", "value": "instabuild" }
简短(使用默认值)..
{ "test": "has_ability", "value": "instabuild" }
Tests whether the biome the subject is in has the specified tag.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 字符串 | (必须)要寻找的标签 |
完整..
{ "test": "has_biome_tag", "subject": "self", "operator": "equals", "value": " " }
简短(使用默认值)..
{ "test": "has_biome_tag", "value": " " }
Returns true when the subject entity contains the named component.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 字符串 | (必须)要寻找的组件名 |
完整..
{ "test": "has_component", "subject": "self", "operator": "equals", "value": "minecraft:explode" }
简短(使用默认值)..
{ "test": "has_component", "value": "minecraft:explode" }
Returns true when the subject Player entity has opened a container.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "has_container_open", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "has_container_open" }
Returns true when the subject entity receives the named damage type.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 字符串 | (必须)要测试的伤害类型
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完整..
{ "test": "has_damage", "subject": "self", "operator": "equals", "value": "fatal" }
简短(使用默认值)..
{ "test": "has_damage", "value": "fatal" }
Tests for the presence of a named item in the designated slot of the subject entity.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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domain | 字符串 | any | (可选)要测试的装备位置
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 字符串 | (必须)要寻找的物品名 |
完整..
{ "test": "has_equipment", "subject": "self", "domain": "any", "operator": "equals", "value": "dirt" }
简短(使用默认值)..
{ "test": "has_equipment", "value": "dirt" }
Tests whether the Subject has the specified mob effect.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 字符串 | (可选)一个字符串值。 |
完整..
{ "test": "has_mob_effect", "subject": "self", "operator": "equals", "value": "" }
简短(使用默认值)..
{ "test": "has_mob_effect" }
Tests if the subject has been given a custom name.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "has_nametag", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "has_nametag" }
Returns true when the subject entity is holding a ranged weapon like a bow or crossbow.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "has_ranged_weapon", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "has_ranged_weapon" }
Returns true if the subject entity has the tag provided.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 字符串 | (可选)一个字符串值。 |
完整..
{ "test": "has_tag", "subject": "self", "operator": "equals", "value": "" }
简短(使用默认值)..
{ "test": "has_tag" }
Returns true if the subject entity has a valid target.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "has_target", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "has_target" }
Tests whether the target has any trade supply left. Will return false if the target cannot be traded with.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
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operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
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subject | 字符串 | self | (可选)该次过滤器测试的主体。
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value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "has_trade_supply", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "has_trade_supply" }
Compares the current 24 hour time with an int value in the range[0, 24000]
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 整数 | (必须)一个整数值。 |
完整..
{ "test": "hourly_clock_time", "subject": "self", "operator": "equals", "value": "0" }
简短(使用默认值)..
{ "test": "hourly_clock_time", "value": "0" }
Returns true when the subject entity is inside a specified Block type.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 字符串 | (可选)一个字符串值。 |
完整..
{ "test": "in_block", "subject": "self", "operator": "equals", "value": "" }
简短(使用默认值)..
{ "test": "in_block" }
Returns true if the subject entity is in a caravan.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "in_caravan", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "in_caravan" }
Returns true when the subject entity is in the clouds.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "in_clouds", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "in_clouds" }
Returns true when the subject entity in contact with any water: water, rain, splash water bottle.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "in_contact_with_water", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "in_contact_with_water" }
Returns true when the subject entity is in lava.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "in_lava", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "in_lava" }
Returns true when the subject entity is in Nether.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "in_nether", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "in_nether" }
Returns true when the subject entity is in water.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "in_water", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "in_water" }
Returns true when the subject entity is in water or rain.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "in_water_or_rain", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "in_water_or_rain" }
Tests if the specified duration in seconds of inactivity for despawning has been reached.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 整数 | (必须)一个整数值。 |
完整..
{ "test": "inactivity_timer", "subject": "self", "operator": "equals", "value": "0" }
简短(使用默认值)..
{ "test": "inactivity_timer", "value": "0" }
Tests the current altitude against a provided value. 0= bedrock elevation.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 整数 | (必须)要与之比较的海拔值。 |
完整..
{ "test": "is_altitude", "subject": "self", "operator": "equals", "value": "0" }
简短(使用默认值)..
{ "test": "is_altitude", "value": "0" }
Returns true if the subject entity is fleeing from other mobs.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_avoiding_mobs", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_avoiding_mobs" }
Tests whether the Subject is currently in the named biome.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||||||||||||||||||
value | 字符串 | (必须)要测试的生物群系类型
|
完整..
{ "test": "is_biome", "subject": "self", "operator": "equals", "value": "beach" }
简短(使用默认值)..
{ "test": "is_biome", "value": "beach" }
Returns true when the block has the given name.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 字符串 | (必须)要寻找的族名 |
完整..
{ "test": "is_block", "subject": "self", "operator": "equals", "value": "player" }
简短(使用默认值)..
{ "test": "is_block", "value": "player" }
Tests the current brightness against a provided value in the range (0.0f, 1.0f).
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 小数 | (必须)要与之比较的亮度值。 |
完整..
{ "test": "is_brightness", "subject": "self", "operator": "equals", "value": "0.50" }
简短(使用默认值)..
{ "test": "is_brightness", "value": "0.50" }
Returns true if the subject entity is climbing.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_climbing", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_climbing" }
Returns true if the subject entity is the named color.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||||||||||||||
value | 字符串 | (必须)要测试的调色板颜色
|
完整..
{ "test": "is_color", "subject": "self", "operator": "equals", "value": "white" }
简短(使用默认值)..
{ "test": "is_color", "value": "white" }
Returns true during the daylight hours.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_daytime", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_daytime" }
Tests the current difficulty level of the game.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 字符串 | (必须)要测试的游戏的难度级别
|
完整..
{ "test": "is_difficulty", "subject": "self", "operator": "equals", "value": "normal" }
简短(使用默认值)..
{ "test": "is_difficulty", "value": "normal" }
Returns true when the subject entity is a member of the named family.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 字符串 | (必须)要寻找的族名 |
完整..
{ "test": "is_family", "subject": "self", "operator": "equals", "value": "player" }
简短(使用默认值)..
{ "test": "is_family", "value": "player" }
Tests whether a named game rule is active.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
domain | 字符串 | (必须)The Game Rule to test. | |||||||||||||||||||||||
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_game_rule", "subject": "self", "domain": "domobspawning", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_game_rule", "domain": "domobspawning" }
Tests whether the Subject is in an area with humidity
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_humid", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_humid" }
Returns true if the subject entity is immobile. An entity is immobile if it lacks AI goals, has just changed dimensions or if it is a mob and has no health.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_immobile", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_immobile" }
Tests whether the Subject is inside the bounds of a village.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_in_village", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_in_village" }
Returns true if the subject entity is leashed.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_leashed", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_leashed" }
Returns true if the subject entity leashed to the calling entity.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_leashed_to", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_leashed_to" }
Returns true if the subject entity is the mark variant number provided.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 整数 | (必须)一个整数值。 |
完整..
{ "test": "is_mark_variant", "subject": "self", "operator": "equals", "value": "0" }
简短(使用默认值)..
{ "test": "is_mark_variant", "value": "0" }
Tests if the subject is not at full health.
Name | Type | Default | Description | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | String | equals | (Optional) The comparison to apply with 'value'.
|
||||||||||||||||||||||
subject | String | self | (Optional) The subject of this filter test.
|
||||||||||||||||||||||
value | Boolean | true | (Optional) true or false. |
Full..
{ "test": "is_missing_health", "subject": "self", "operator": "equals", "value": "true" }
Short (using Defaults)..
{ "test": "is_missing_health" }
Returns true if the subject entity is moving.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_moving", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_moving" }
Returns true if the subject entity is the owner of the calling entity.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_owner", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_owner" }
Tests if the subject's persistence matches the bool value passed in.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_persistent", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_persistent" }
Returns true if the subject entity is riding on another entity.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_riding", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_riding" }
Returns true if the subject entity is the skin id number provided.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 整数 | (必须)一个整数值。 |
完整..
{ "test": "is_skin_id", "subject": "self", "operator": "equals", "value": "0" }
简短(使用默认值)..
{ "test": "is_skin_id", "value": "0" }
Tests whether the Subject is sleeping.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_sleeping", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_sleeping" }
Returns true if the subject entity is sneaking.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_sneaking", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_sneaking" }
Tests whether the Subject is in an area with snow cover
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_snow_covered", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_snow_covered" }
Returns true if the subject entity is the target of the calling entity.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_target", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_target" }
Tests whether the current temperature is a given type.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 字符串 | (必须)要测试的生物群系温度分类
|
完整..
{ "test": "is_temperature_type", "subject": "self", "operator": "equals", "value": "cold" }
简短(使用默认值)..
{ "test": "is_temperature_type", "value": "cold" }
Tests the current temperature against a provided value in the range (0.0, 1.0) where 0.0f is the coldest temp and 1.0f is the hottest.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 小数 | (必须)要与之比较的生物群系温度值。 |
完整..
{ "test": "is_temperature_value", "subject": "self", "operator": "equals", "value": "0.50" }
简短(使用默认值)..
{ "test": "is_temperature_value", "value": "0.50" }
Returns true when the subject entity is underground. An entity is considered underground if there are non-solid blocks above it.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_underground", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_underground" }
Returns true when the subject entity is under water. An entity is considered underwater if it is completely submerged in water blocks.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_underwater", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_underwater" }
Returns true if the subject entity is the variant number provided.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 整数 | (必须)一个整数值。 |
完整..
{ "test": "is_variant", "subject": "self", "operator": "equals", "value": "0" }
简短(使用默认值)..
{ "test": "is_variant", "value": "0" }
Returns true if the subject entity is visible.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "is_visible", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "is_visible" }
DEPRECATED
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 字符串 | (必须)要寻找的族名 |
完整..
{ "test": "is_weather", "subject": "self", "operator": "equals", "value": "player" }
简短(使用默认值)..
{ "test": "is_weather", "value": "player" }
Tests is the mob is outside of the specified light level range (0, 16).
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 整数 | (必须)一个整数值。 |
完整..
{ "test": "light_level", "subject": "self", "operator": "equals", "value": "0" }
简短(使用默认值)..
{ "test": "light_level", "value": "0" }
Compares the current moon intensity with a float value in the range (0.0, 1.0)
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 小数 | (必须)一个浮点值。 |
完整..
{ "test": "moon_intensity", "subject": "self", "operator": "equals", "value": "0.00" }
简短(使用默认值)..
{ "test": "moon_intensity", "value": "0.00" }
Compares the current moon phase with an integer value in the range (0, 7).
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 整数 | (必须)一个整数值。 |
完整..
{ "test": "moon_phase", "subject": "self", "operator": "equals", "value": "0" }
简短(使用默认值)..
{ "test": "moon_phase", "value": "0" }
Returns true when the subject entity is on ground.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "on_ground", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "on_ground" }
Returns true when the subject entity is on a ladder.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "on_ladder", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "on_ladder" }
Returns true if the random chance rolls 0 out of a specified max range.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 整数 | (必须)一个整数值。 |
完整..
{ "test": "random_chance", "subject": "self", "operator": "equals", "value": "0" }
简短(使用默认值)..
{ "test": "random_chance", "value": "0" }
Returns the number of riders on this entity.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 整数 | (必须)一个整数值。 |
完整..
{ "test": "rider_count", "subject": "self", "operator": "equals", "value": "0" }
简短(使用默认值)..
{ "test": "rider_count", "value": "0" }
Tests if the subject is a surface mob.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "surface_mob", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "surface_mob" }
Returns true if the subject is trusted by entity.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 布尔值 | true | (可选)true或false。 |
完整..
{ "test": "trusts", "subject": "self", "operator": "equals", "value": "true" }
简短(使用默认值)..
{ "test": "trusts" }
Tests the current weather in the dimension against a provided weather value.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 字符串 | (必须)要寻找的族名 |
完整..
{ "test": "weather", "subject": "self", "operator": "equals", "value": "player" }
简短(使用默认值)..
{ "test": "weather", "value": "player" }
Tests the current weather, at the actor's position, against a provided weather value.
名称 | 类型 | 默认< | 描述 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
operator | 字符串 | equals | (可选)要应用的与‘value’的比较。
|
||||||||||||||||||||||
subject | 字符串 | self | (可选)该次过滤器测试的主体。
|
||||||||||||||||||||||
value | 字符串 | (必须)要寻找的族名 |
完整..
{ "test": "weather_at_position", "subject": "self", "operator": "equals", "value": "player" }
简短(使用默认值)..
{ "test": "weather_at_position", "value": "player" }
This filter group will pass only when the moon_intensity is greater than 0.5 AND the caller's target entity is standing in water.
"all_of" : [ : { "test" : "moon_intensity", "subject" : "self", "operator" : "greater", "value" : "0.5" }, : { "test" : "in_water", "subject" : "target", "operator" : "equal", "value" : "true" } : ]
使该生物能够钦慕那些配置为可钦慕的物品。必须与admire_item组件组合使用
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
admire_item_sound | 字符串 | 当钦慕该物品时要播放的声音事件 | |
sound_interval | 范围 [a, b] | 0 | 在再次播放该声音之前需要随机等待的时间的范围(以秒为单位)。 |
使该生物能够通过以物易物索求那些被配置为以物易物通货的物品。必须与barter组件组合使用返回顶部
允许该生物看向并跟随持有它们喜欢的食物的玩家。
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
items | 列表 | 该生物喜欢的物品的列表 | |
look_distance | 小数 | 8.0 | 该生物将会乞求自的距离(以方块为单位) |
look_time | 范围 [a, b] | [2, 4] | 该生物将会盯着持有它们喜欢的食物的玩家,并乞求该食物的时间的范围(以秒为单位) |
允许该生物去破坏门。返回顶部
允许该生物去与其他生物交配。
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to target another mob that hurts an entity it trusts.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
aggro_sound | 字符串 | Sound to occasionally play while defending. | |||||||||||||||||||||||||||||
attack_interval | 整数 | 0 | Time in seconds between attacks | ||||||||||||||||||||||||||||
entity_types | JSON对象 | List of entity types that this mob considers valid targets
|
|||||||||||||||||||||||||||||
must_see | 布尔值 | false | If true, only entities in this mob's viewing range can be selected as targets | ||||||||||||||||||||||||||||
must_see_forget_duration | 小数 | 3.0 | Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more | ||||||||||||||||||||||||||||
within_radius | 小数 | 0.0 | Distance in blocks that the target can be within to launch an attack |
Allows the mob to open and close doors.返回顶部
Allows the dragon to go out with glory. This controls the Ender Dragon's death animation and can't be used by other mobs.返回顶部
Allows the Dragon to fly around in a circle around the center podium. Can only be used by the Ender Dragon.返回顶部
Allows the Dragon to stop flying and transition into perching mode. Can only be used by the Ender Dragon.返回顶部
Allows the dragon to look around for a player to attack while in perch mode. Can only be used by the Ender Dragon.返回顶部
Allows the dragon to leave perch mode and go back to flying around. Can only be used by the Ender Dragon.返回顶部
Allows the mob to drink potions based on specified environment conditions.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
potions | 列表 | A list of potions that this entity can drink. Each potion entry has the following parameters:
|
|||||||||||||||||
speed_modifier | 小数 | 0.0 | The movement speed modifier to apply to the entity while it is drinking a potion. A value of 0 represents no change in speed. |
If the mob is carrying a food item, the mob will eat it and the effects will be applied to the mob.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
delay_before_eating | 小数 | Time in seconds the mob should wait before eating the item. |
Allows the enderman to drop a block they are carrying. Can only be used by Endermen.返回顶部
Allows the enderman to take a block and carry it around. Can only be used by Endermen.返回顶部
allows a mob to explore the outskirts of a village
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
explore_dist | 小数 | 5.0 | The distance in which the mob will proceed past the village bounds |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
wait_time | 整数 | 0 | The time the mob will stand around 'searching' for POIs |
Allows the mob to seek shade.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cooldown_time | 小数 | 0.0 | Time in seconds the mob has to wait before using the goal again |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to look around for another mob to ride atop it.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
avoid_water | 布尔值 | false | If true, the mob will not go into water blocks when going towards a mount |
mount_distance | 小数 | -1.0 | This is the distance the mob needs to be, in blocks, from the desired mount to mount it. If the value is below 0, the mob will use its default attack distance |
start_delay | 整数 | 0 | Time the mob will wait before starting to move towards the mount |
target_needed | 布尔值 | false | If true, the mob will only look for a mount if it has a target |
within_radius | 小数 | 0.0 | Distance in blocks within which the mob will look for a mount |
Allows the mob to move towards the nearest underwater ruin or shipwreck.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
search_range | 整数 | 0 | The range that the mob will search for a treasure chest within a ruin or shipwreck to move towards. |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
stop_distance | 小数 | 2.0 | The distance the mob will move before stopping. |
Allows the mob to run away from direct sunlight and seek shade.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to stay afloat while swimming.返回顶部
Allows the mob to float around like the Ghast.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
float_duration | 范围 [a, b] | [0.0, 0.0] | Range of time in seconds the mob will float around before landing and choosing to do something else |
must_reach | 布尔值 | false | If true, the point has to be reachable to be a valid target |
random_reselect | 布尔值 | false | If true, the mob will randomly pick a new point while moving to the previously selected one |
xz_dist | 整数 | 10 | Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1 |
y_dist | 整数 | 7 | Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1 |
y_offset | 小数 | 0.0 | Height in blocks to add to the selected target position |
Allows the mob to follow mobs that are in a caravan.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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entity_count | 整数 | 1 | Number of entities that can be in the caravan | ||||||||||||||||||||||||||||
entity_types | JSON对象 | List of entity types that this mob can follow in a caravan
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speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to follow other mobs.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
search_range | 整数 | 0 | The distance in blocks it will look for a mob to follow |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
stop_distance | 小数 | 2.0 | The distance in blocks this mob stops from the mob it is following |
Allows the mob to follow the player that owns them.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
start_distance | 小数 | 10.0 | The distance in blocks that the owner can be away from this mob before it starts following it |
stop_distance | 小数 | 2.0 | The distance in blocks this mob will stop from its owner while following it |
Allows the mob to follow their parent around.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows mob to move towards its current target captain.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
follow_distance | 小数 | 0.0 | Defines the distance in blocks the mob will stay from its target while following. |
within_radius | 小数 | 0.0 | Defines the maximum distance in blocks a mob can get from its target captain before giving up trying to follow it. |
Allows the mob to move back to the position they were spawned.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
interval | 整数 | 120 | A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal |
on_home | 字符串 | Event to run when this mob gets home. | |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
允许一个具有hide组件的生物试图移动到 - 并且藏匿到 - 一个已拥有的或附近的POI。
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
duration | 小数 | 1.0 | 该生物反应的时间的数量(以秒为单位)。 |
poi_type | 字符串 | 定义要藏匿于哪种POI类型。 | |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
timeout_cooldown | 小数 | 8.0 | 在该意向于一个内部错误或超时条件之后被再次使用之前的冷却时间(以秒为单位)。 |
The mob freezes and looks at the mob they are targeting.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
broadcast | 布尔值 | false | Whether to broadcast out the mob's target to other mobs of the same type. |
broadcast_range | 小数 | 0.0f | Range in blocks for how far to broadcast. |
min_radius | 小数 | 10.0f | Minimum distance the target must be for the mob to run this goal. |
within_radius_event | 字符串 | Event to run when target is within the radius. This event is broadcasted if broadcast is true. |
Allows the mob to target another mob that hurts them.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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alert_same_type | 布尔值 | false | If true, nearby mobs of the same type will be alerted about the damage | ||||||||||||||||||||||||||||
entity_types | JSON对象 | List of entity types that this mob can target when hurt by them
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hurt_owner | 布尔值 | false | If true, the mob will hurt its owner and other mobs with the same owner as itself |
Allows the mob to inspect bookshelves.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
search_count | 整数 | 10 | The number of blocks each tick that the mob will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick |
search_height | 整数 | 1 | The height that the mob will search for bookshelves |
search_range | 整数 | 0 | Distance in blocks the mob will look for books to inspect |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to perform a damaging knockback that affects all nearby entities.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
触发器 | on_roar_end | ||
attack_time | 小数 | 0.5 | The delay after which the knockback occurs (in seconds). |
cooldown_time | 小数 | 0.0 | Time in seconds the mob has to wait before using the goal again |
duration | 小数 | 1.0 | The duration of the roar (in seconds). |
knockback_damage | 整数 | 6 | The damage dealt by the knockback roar. |
knockback_horizontal_strength | 整数 | 4 | The strength of the horizontal knockback. |
knockback_range | 整数 | 4 | The radius (in blocks) of the knockback effect. |
knockback_vertical_strength | 整数 | 4 | The strength of the vertical knockback. |
Allows mobs to lay down at times
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
interval | 整数 | 120 | A random value to determine at what intervals something can occur. This has a 1/interval chance to choose this goal |
random_stop_interval | 整数 | 120 | a random value in which the goal can use to pull out of the behavior. This is a 1/interval chance to play the sound |
Allows the mob to lay an egg block on certain types of blocks if the mob is pregnant.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
allow_laying_from_below | 布尔值 | false | [实验性]Allows the mob to lay its eggs from below the target if it can't get there. This is useful if the target block is water with air above, since mobs may not be able to get to the air block above water. |
egg_type | 字符串 | minecraft:turtle_egg | [实验性]Block type for the egg to lay. If this is a turtle egg, the number of eggs in the block is randomly set. |
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
lay_egg_sound | 字符串 | lay_egg | [实验性]Sound event name for laying egg. Defaulted to lay_egg which is used for Turtles. |
lay_seconds | 小数 | 10.0f | [实验性]Duration of the laying egg process in seconds. |
on_lay | 触发器 | Event to run when this mob lays the egg. | |
search_height | 整数 | 1 | Height in blocks the mob will look for a target block to move towards |
search_range | 整数 | 0 | The distance in blocks it will look for a target block to move towards |
speed_multiplier | 小数 | 1.0 | Movement speed multiplier of the mob when using this AI Goal |
target_blocks | 数组 | [ minecraft:sand ] | [实验性]Blocks that the mob can lay its eggs on top of. |
target_materials_above_block | 数组 | [ Air ] | [实验性]Types of materials that can exist above the target block. Valid types are Air, Water, and Lava. |
use_default_animation | 布尔值 | true | [实验性]Specifies if the default lay-egg animation should be played when the egg is placed or not. |
Allows monsters to jump at and attack their target. Can only be used by hostile mobs.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
must_be_on_ground | 布尔值 | true | If true, the mob will only jump at its target if its on the ground. Setting it to false will allow it to jump even if its already in the air |
set_persistent | 布尔值 | false | Allows the actor to be set to persist upon targeting a player |
yd | 小数 | 0.0 | The height in blocks the mob jumps when leaping at its target |
Allows the mob to look at nearby entities.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
angle_of_view_horizontal | 整数 | 360 | The angle in degrees that the mob can see in the Y-axis (up-down) |
angle_of_view_vertical | 整数 | 360 | The angle in degrees that the mob can see in the X-axis (left-right) |
filters | Minecraft过滤器 | Filter to determine the conditions for this mob to look at the entity | |
look_distance | 小数 | 8.0 | The distance in blocks from which the entity will look at |
look_time | 范围 [a, b] | [2, 4] | Time range to look at the entity |
probability | 小数 | 0.02 | The probability of looking at the target. A value of 1.00 is 100% |
Allows the mob to look at the player when the player is nearby.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
angle_of_view_horizontal | 整数 | 360 | The angle in degrees that the mob can see in the Y-axis (up-down) |
angle_of_view_vertical | 整数 | 360 | The angle in degrees that the mob can see in the X-axis (left-right) |
look_distance | 小数 | 8.0 | The distance in blocks from which the entity will look at |
look_time | 范围 [a, b] | [2, 4] | Time range to look at the entity |
probability | 小数 | 0.02 | The probability of looking at the target. A value of 1.00 is 100% |
Allows the mob to look at the entity they are targetting.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
angle_of_view_horizontal | 整数 | 360 | The angle in degrees that the mob can see in the Y-axis (up-down) |
angle_of_view_vertical | 整数 | 360 | The angle in degrees that the mob can see in the X-axis (left-right) |
look_distance | 小数 | 8.0 | The distance in blocks from which the entity will look at |
look_time | 范围 [a, b] | [2, 4] | Time range to look at the entity |
probability | 小数 | 0.02 | The probability of looking at the target. A value of 1.00 is 100% |
Allows the mob to look at the player they are trading with.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
angle_of_view_horizontal | 整数 | 360 | The angle in degrees that the mob can see in the Y-axis (up-down) |
angle_of_view_vertical | 整数 | 360 | The angle in degrees that the mob can see in the X-axis (left-right) |
look_distance | 小数 | 8.0 | The distance in blocks from which the entity will look at |
look_time | 范围 [a, b] | [2, 4] | Time range to look at the entity |
probability | 小数 | 0.02 | The probability of looking at the target. A value of 1.00 is 100% |
Allows the villager to look for a mate to spawn other villagers with. Can only be used by Villagers.返回顶部
Allows an entity to go to the village bell and mingle with other entities
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cooldown_time | 小数 | 0.0 | Time in seconds the mob has to wait before using the goal again |
duration | 小数 | 1.0 | Amount of time in seconds that the entity will chat with another entity |
mingle_distance | 小数 | 2.0f | The distance from its partner that this entity will mingle. If the entity type is not the same as the entity, this value needs to be identical on both entities. |
mingle_partner_type | 列表 | empty | The entity type that this entity is allowed to mingle with |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to move around on its own while mounted seeking a target to attack.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
target_dist | 小数 | 0.0 | The distance at which this mob wants to be away from its target |
track_target | 布尔值 | false | If true, this mob will chase after the target as long as it's a valid target |
Can only be used by Villagers. Allows the villagers to create paths around the village.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
only_at_night | 布尔值 | false | If true, the mob will only move through the village during night time |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows mob to move towards a block.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
on_reach | 触发器 | Event to run on block reached. | |
on_stay_completed | 触发器 | Event to run on completing a stay of stay_duration at the block. | |
search_height | 整数 | 1 | The height in blocks that the mob will look for the block. |
search_range | 整数 | 0 | The distance in blocks that the mob will look for the block. |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
start_chance | 小数 | 1.0 | Chance to start the behavior (applied after each random tick_interval). |
stay_duration | 小数 | 0.0 | Number of ticks needed to complete a stay at the block. |
target_blocks | 列表 | Block types to move to. | |
target_offset | 向量 [a, b, c] | [0, 0, 0] | Offset to add to the selected target position. |
target_selection_method | 字符串 | nearest | Kind of block to find fitting the specification. Valid values are "random" and "nearest". |
tick_interval | 整数 | 20 | Average interval in ticks to try to run this behavior. |
Allows the mob to move back onto land when in water.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
search_count | 整数 | 10 | The number of blocks each tick that the mob will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick |
search_height | 整数 | 1 | Height in blocks the mob will look for land to move towards |
search_range | 整数 | 0 | The distance in blocks it will look for land to move towards |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to move back into lava when on land.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
search_count | 整数 | 10 | The number of blocks each tick that the mob will check within it's search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick |
search_height | 整数 | 1 | Height in blocks the mob will look for lava to move towards |
search_range | 整数 | 0 | The distance in blocks it will look for lava to move towards |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to move into a liquid when on land.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
material_type | 字符串 | Any | The material type of the liquid block to find. Valid values are "Any", "Water", and "Lava". |
search_count | 整数 | 10 | The number of blocks each tick that the mob will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick |
search_height | 整数 | 1 | Height in blocks the mob will look for the liquid block to move towards |
search_range | 整数 | 0 | The distance in blocks it will look for the liquid block to move towards |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
在该生物可以的情况下,允许它移动到一个POI。
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
poi_type | 字符串 | 向意向表明它应该寻找哪种POI类型。 | |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows mob to move towards a random block.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
block_distance | 小数 | 16.0 | Defines the distance from the mob, in blocks, that the block to move to will be chosen. |
within_radius | 小数 | 0.0 | Defines the distance in blocks the mob has to be from the block for the movement to be finished. |
Allows the mob to move into a random location within a village.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cooldown_time | 小数 | 0.0 | Time in seconds the mob has to wait before using the goal again |
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
search_range | 整数 | 0 | The distance in blocks to search for villages. If <= 0, find the closest village regardless of distance. |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to move back into water when on land.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
search_count | 整数 | 10 | The number of blocks each tick that the mob will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick |
search_height | 整数 | 1 | Height in blocks the mob will look for water to move towards |
search_range | 整数 | 0 | The distance in blocks it will look for water to move towards |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows mob to move towards its current target.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
within_radius | 小数 | 0.0 | Defines the radius in blocks that the mob tries to be from the target. A value of 0 means it tries to occupy the same block as the target |
Allows mobs to occassionally stop and take a nap under certain conditions.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cooldown_max | 小数 | 0.0 | Maximum time in seconds the mob has to wait before using the goal again |
cooldown_min | 小数 | 0.0 | Minimum time in seconds the mob has to wait before using the goal again |
mob_detect_dist | 小数 | 6.0 | The block distance in x and z that will be checked for mobs that this mob detects |
mob_detect_height | 小数 | 6.0 | The block distance in y that will be checked for mobs that this mob detects |
Allows an entity to attack the closest target within a given subset of specific target types.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||
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attack_interval | 整数 | 0 | Time range (in seconds) between searching for an attack target, range is in (0, "attack_interval"]. Only used if "attack_interval" is greater than 0, otherwise "scan_interval" is used. | ||||||||||||||||||||
attack_interval_min | 整数 | 0 | Alias for "attack_interval"; provides the same functionality as "attack_interval". | ||||||||||||||||||||
attack_owner | 布尔值 | false | If true, this entity can attack its owner. | ||||||||||||||||||||
entity_types | JSON对象 | 过滤器 which types of targets are valid for this entity.
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must_reach | 布尔值 | false | If true, this entity requires a path to the target. | ||||||||||||||||||||
must_see | 布尔值 | false | Determines if target-validity requires this entity to be in range only, or both in range and in sight. | ||||||||||||||||||||
must_see_forget_duration | 小数 | 3.0 | Time (in seconds) the target must not be seen by this entity to become invalid. Used only if "must_see" is true. | ||||||||||||||||||||
persist_time | 小数 | 0.0 | Time (in seconds) this entity can continue attacking the target after the target is no longer valid. | ||||||||||||||||||||
reselect_targets | 布尔值 | false | Allows the attacking entity to update the nearest target, otherwise a target is only reselected after each "scan_interval" or "attack_interval". | ||||||||||||||||||||
scan_interval | 整数 | 10 | If "attack_interval" is 0 or isn't declared, then between attacks: scanning for a new target occurs every amount of ticks equal to "scan_interval", minimum value is 1. Values under 10 can affect performance. | ||||||||||||||||||||
set_persistent | 布尔值 | false | Allows the actor to be set to persist upon targeting a player | ||||||||||||||||||||
target_invisible_multiplier | 小数 | 0.7 | Multiplied with the target's armor coverage percentage to modify "max_dist" when detecting an invisible target. | ||||||||||||||||||||
target_search_height | 小数 | -1.0 | Maximum vertical target-search distance, if it's greater than the target type's "max_dist". A negative value defaults to "entity_types" greatest "max_dist". | ||||||||||||||||||||
target_sneak_visibility_multiplier | 小数 | 0.8 | Multiplied with the target type's "max_dist" when trying to detect a sneaking target. | ||||||||||||||||||||
within_radius | 小数 | 0.0 | Maximum distance this entity can be from the target when following it, otherwise the target becomes invalid. This value is only used if the entity doesn't declare "minecraft:follow_range". |
Allows the mob to check for and pursue the nearest valid target.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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attack_interval | 整数 | 0 | Time in seconds before selecting a target | ||||||||||||||||||||||||||||
entity_types | JSON对象 | List of entity types that this mob considers valid targets
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must_reach | 布尔值 | false | If true, only entities that this mob can path to can be selected as targets | ||||||||||||||||||||||||||||
must_see | 布尔值 | false | If true, only entities in this mob's viewing range can be selected as targets | ||||||||||||||||||||||||||||
must_see_forget_duration | 小数 | 3.0 | Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more | ||||||||||||||||||||||||||||
persist_time | 小数 | 0.0f | Time in seconds for a valid target to stay targeted when it becomes and invalid target. | ||||||||||||||||||||||||||||
priority | 整数 | 0 | Specifies the priority in which filtered enemy types should be attacked. Lower number means higher priority. | ||||||||||||||||||||||||||||
reselect_targets | 布尔值 | false | If true, the target will change to the current closest entity whenever a different entity is closer | ||||||||||||||||||||||||||||
scan_interval | 整数 | 10 | How many ticks to wait between scanning for a target. | ||||||||||||||||||||||||||||
set_persistent | 布尔值 | false | Allows the actor to be set to persist upon targeting a player | ||||||||||||||||||||||||||||
target_search_height | 小数 | -1.0f | Height in blocks to search for a target mob. -1.0f means the height does not matter. | ||||||||||||||||||||||||||||
within_radius | 小数 | 0.0 | Distance in blocks that the target can be within to launch an attack |
Allows to mob to be able to sit in place like the ocelot.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to offer the player a flower like the Iron Golem does.返回顶部
Allows the mob to open doors. Requires the mob to be able to path through doors, otherwise the mob won't even want to try opening them.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
close_door_after | 布尔值 | true | If true, the mob will close the door after opening it and going through it |
Allows the mob to target another mob that hurts their owner.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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entity_types | JSON对象 | List of entity types that this mob can target if they hurt their owner
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Allows the mob to target a mob that is hurt by their owner.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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entity_types | JSON对象 | List of entity types that this entity can target if the potential target is hurt by this mob's owner
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Allows the mob to enter the panic state, which makes it run around and away from the damage source that made it enter this state.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
damage_sources | 列表 | all | The list of Entity Damage Sources that will cause this mob to panic |
force | 布尔值 | false | If true, this mob will not stop panicking until it can't move anymore or the goal is removed from it |
ignore_mob_damage | 布尔值 | false | If true, the mob will not panic in response to damage from other mobs. This overrides the damage types in "damage_sources" |
prefer_water | 布尔值 | false | If true, the mob will prefer water over land |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to peek out. This is what the shulker uses to look out of its shell.返回顶部
Allows the pet mob to move onto a bed with its owner while sleeping.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
search_height | 整数 | 1 | Height in blocks from the owner the pet can be to sleep with owner. |
search_range | 整数 | 0 | The distance in blocks from the owner the pet can be to sleep with owner. |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to pick up items on the ground.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
can_pickup_any_item | 布尔值 | false | If true, the mob can pickup any item |
can_pickup_to_hand_or_equipment | 布尔值 | true | If true, the mob can pickup items to its hand or armor slots |
excluded_items | 列表 | List of items this mob will not pick up | |
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
max_dist | 小数 | 0.0 | Maximum distance this mob will look for items to pick up |
pickup_based_on_chance | 布尔值 | false | If true, depending on the difficulty, there is a random chance that the mob may not be able to pickup items |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
track_target | 布尔值 | false | If true, this mob will chase after the target as long as it's a valid target |
Allows the mob to play with other baby villagers. This can only be used by Villagers.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to be ridden by the player after being tamed.返回顶部
Allows the mob to eat/raid crops out of farms until they are full.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
blocks | 列表 | Blocks that the mob is looking for to eat/raid | |
eat_delay | 整数 | 2 | Time in seconds between each time it eats/raids |
full_delay | 整数 | 100 | Amount of time in seconds before this mob wants to eat/raid again after eating its maximum |
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
initial_eat_delay | 整数 | 0 | Time in seconds before starting to eat/raid once it arrives at it |
max_to_eat | 整数 | 6 | Maximum number of crops this entity wants to eat/raid. If set to zero or less then it doesn't have a maximum |
search_range | 整数 | 0 | Distance in blocks the mob will look for crops to eat |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to randomly break surface of the water.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cooldown_time | 小数 | 0.0 | Time in seconds the mob has to wait before using the goal again |
interval | 整数 | 120 | A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
xz_dist | 整数 | 10 | Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1 |
y_dist | 整数 | 7 | Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1 |
Allows a mob to randomly fly around.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
can_land_on_trees | 布尔值 | true | If true, the mob can stop flying and land on a tree instead of the ground |
xz_dist | 整数 | 10 | Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1 |
y_dist | 整数 | 7 | Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1 |
Allows the mob to hover around randomly, close to the surface
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
hover_height | 范围 [a, b] | The height above the surface which the mob will try to maintain | |
interval | 整数 | 120 | A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
xz_dist | 整数 | 10 | Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1 |
y_dist | 整数 | 7 | Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1 |
y_offset | 小数 | 0.0 | Height in blocks to add to the selected target position |
Allows the mob to randomly look around.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
look_time | 范围 [a, b] | [2, 4] | The range of time in seconds the mob will stay looking in a random direction before looking elsewhere |
Allows the mob to randomly sit and look around for a duration. Note: Must have a sitting animation set up to use this.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max_look_count | 整数 | 2 | The max amount of unique looks a mob will have while looking around. |
max_look_time | 整数 | 40 | The max amount of time (in ticks) a mob will stay looking at a direction while looking around. |
min_look_count | 整数 | 1 | The min amount of unique looks a mob will have while looking around. |
min_look_time | 整数 | 20 | The min amount of time (in ticks) a mob will stay looking at a direction while looking around. |
probability | 整数 | 0.02 | The probability of randomly looking around/sitting. |
Allows the mob to randomly sit for a duration.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cooldown_time | 小数 | 0.0 | Time in seconds the mob has to wait before using the goal again |
min_sit_time | 小数 | 10 | The minimum amount of time in seconds before the mob can stand back up |
start_chance | 小数 | 0.1 | This is the chance that the mob will start this goal, from 0 to 1 |
stop_chance | 小数 | 0.3 | This is the chance that the mob will stop this goal, from 0 to 1 |
Allows a mob to randomly stroll around.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
interval | 整数 | 120 | A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
xz_dist | 整数 | 10 | Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1 |
y_dist | 整数 | 7 | Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1 |
Allows an entity to randomly move through water
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
avoid_surface | 布尔值 | true | If true, the mob will avoid surface water blocks by swimming below them |
interval | 整数 | 120 | A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
xz_dist | 整数 | 10 | Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1 |
y_dist | 整数 | 7 | Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1 |
Allows the villager to stop so another villager can breed with it. Can only be used by a Villager.返回顶部
Allows the mob to stay indoors during night time.返回顶部
Allows the mob to automatically start avoiding the sun when its a clear day out.返回顶部
Allows the mob to stay at a certain level when in liquid.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
liquid_y_offset | 小数 | 0.0 | Target distance down from the liquid surface. i.e. Positive values move the target Y down. |
rise_delta | 小数 | 0.0 | Movement up in Y per tick when below the liquid surface. |
sink_delta | 小数 | 0.0 | Movement down in Y per tick when above the liquid surface. |
This allows the mob to roll forward.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
probability | 小数 | [1.0] | The probability that the mob will use the goal. |
Allows the mob to run around aimlessly.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
允许一个生物在外部天气处于雷暴时变为受惊状态。
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
sound_interval | 整数 | 0 | 当该意向以“1/延时”的机会被激活以开始时一个声音将会播放的时间间隔 |
Allows the mob to send an event to another mob.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||
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cast_duration | 小数 | Total delay of the steps | Time in seconds for the entire event sending process | ||||||||||||||||
look_at_target | 布尔值 | true | If true, the mob will face the entity it sends an event to | ||||||||||||||||
sequence | 列表 | List of events to send
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Allows the mob to give items it has to others.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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entity_types | JSON对象 | List of entities this mob will share items with
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goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot | ||||||||||||||||||||||||||||
max_dist | 小数 | 0.0 | Maximum distance in blocks this mob will look for entities to share items with | ||||||||||||||||||||||||||||
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to go into stone blocks like Silverfish do. Currently it can only be used by Silverfish.返回顶部
Allows the mob to alert mobs in nearby blocks to come out. Currently it can only be used by Silverfish.返回顶部
Allows Equine mobs to be Horse Traps and be triggered like them, spawning a lightning bolt and a bunch of horses when a player is nearby. Can only be used by Horses, Mules, Donkeys and Skeleton Horses.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
duration | 小数 | 1.0 | Amount of time in seconds the trap exists. After this amount of time is elapsed, the trap is removed from the world if it hasn't been activated |
within_radius | 小数 | 0.0 | Distance in blocks that the player has to be within to trigger the horse trap |
Allows mobs that own a bed to in a village to move to and sleep in it.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cooldown_time | 小数 | 0.0 | Time in seconds the mob has to wait before using the goal again |
sleep_collider_height | 小数 | 1.0 | The height of the mob's collider while sleeping |
sleep_collider_width | 小数 | 1.0 | The width of the mob's collider while sleeping |
sleep_y_offset | 小数 | 1.0 | The y offset of the mob's collider while sleeping |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
timeout_cooldown | 小数 | 8.0 | The cooldown time in seconds before the goal can be reused after a internal failure or timeout condition |
Can only be used by Slimes and Magma Cubes. Allows the mob to use a melee attack like the slime's.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
set_persistent | 布尔值 | false | Allows the actor to be set to persist upon targeting a player |
Allows the mob to take a load off and snack on food that it found nearby.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
items | 列表 | Items that we are interested in snacking on | |
snacking_cooldown | 小数 | 7.5 | The cooldown time in seconds before the mob is able to snack again |
snacking_cooldown_min | 小数 | 0.5f | The minimum time in seconds before the mob is able to snack again |
snacking_stop_chance | 小数 | 0.0017 | This is the chance that the mob will stop snacking, from 0 to 1 |
Allows the mob to stop and sneeze possibly startling nearby mobs and dropping an item.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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cooldown_time | 小数 | 0.0 | Time in seconds the mob has to wait before using the goal again | ||||||||||||||||||||||||||||
drop_item_chance | 小数 | 1.0 | The probability that the mob will drop an item when it sneezes. | ||||||||||||||||||||||||||||
entity_types | JSON对象 | List of entity types this mob will startle (cause to jump) when it sneezes.
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loot_table | 字符串 | Loot table to select dropped items from. | |||||||||||||||||||||||||||||
prepare_sound | 字符串 | Sound to play when the sneeze is about to happen. | |||||||||||||||||||||||||||||
prepare_time | 小数 | 1.0 | The time in seconds that the mob takes to prepare to sneeze (while the prepare_sound is playing). | ||||||||||||||||||||||||||||
probability | 小数 | 0.02 | The probability of sneezing. A value of 1.00 is 100% | ||||||||||||||||||||||||||||
sound | 字符串 | Sound to play when the sneeze occurs. | |||||||||||||||||||||||||||||
within_radius | 小数 | 0.0 | Distance in blocks that mobs will be startled. |
Allows the squid to dive down in water. Can only be used by the Squid.返回顶部
Allows the squid to swim away. Can only be used by the Squid.返回顶部
Allows the squid to swim in place idly. Can only be used by the Squid.返回顶部
Allows the squid to move away from ground blocks and back to water. Can only be used by the Squid.返回顶部
Allows the squid to stick to the ground when outside water. Can only be used by the Squid.返回顶部
Allows a mob to stalk a target, then once within range pounce onto a target, on success the target will be attacked dealing damage defined by the attack component. On failure, the mob will risk getting stuck
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
interest_time | 小数 | 2.0 | The amount of time the mob will be interested before pouncing. This happens when the mob is within range of pouncing |
leap_distance | 小数 | 0.8 | The distance in blocks the mob jumps in the direction of its target |
leap_height | 小数 | 0.9 | The height in blocks the mob jumps when leaping at its target |
max_stalk_dist | 小数 | 10.0 | The maximum distance away a target can be before the mob gives up on stalking |
pounce_max_dist | 小数 | 5.0 | The maximum distance away from the target in blocks to begin pouncing at the target |
set_persistent | 布尔值 | false | Allows the actor to be set to persist upon targeting a player |
stalk_speed | 小数 | 1.2 | The movement speed in which you stalk your target |
strike_dist | 小数 | 2.0 | The max distance away from the target when landing from the pounce that will still result in damaging the target |
stuck_time | 小数 | 2.0 | The amount of time the mob will be stuck if they fail and land on a block they can be stuck on |
Allows the mob to stay put while it is in a sitting state instead of doing something else.返回顶部
Allows this mob to stomp turtle eggs
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
interval | 整数 | 120 | A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal |
search_height | 整数 | 1 | Height in blocks the mob will look for turtle eggs to move towards |
search_range | 整数 | 0 | The distance in blocks it will look for turtle eggs to move towards |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
Allows the mob to move into a random location within a village within the search range.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cooldown_time | 小数 | 0.0 | Time in seconds the mob has to wait before using the goal again |
goal_radius | 小数 | 0.5 | Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot |
search_range | 整数 | 0 | The distance in blocks to search for points inside villages. If <= 0, find the closest village regardless of distance. |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
start_chance | 小数 | 0.1 | This is the chance that the mob will start this goal, from 0 to 1 |
Allows the mob to attack the player by summoning other entities.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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summon_choices | 列表 | List of spells for the mob to use to summon entities. Each spell has the following parameters:
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Allows the creeper to swell up when a player is nearby. It can only be used by Creepers.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
start_distance | 小数 | 10.0 | This mob starts swelling when a target is at least this many blocks away |
stop_distance | 小数 | 2.0 | This mob stops swelling when a target has moved away at least this many blocks |
Can only be used by Villagers. Allows the mob to accept flowers from Iron Golems.返回顶部
Allows the mob to be tempted by food they like.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
can_get_scared | 布尔值 | false | If true, the mob can stop being tempted if the player moves too fast while close to this mob |
can_tempt_vertically | 布尔值 | false | If true, vertical distance to the player will be considered when tempting. |
can_tempt_while_ridden | 布尔值 | false | If true, the mob can be tempted even if it has a passenger (i.e. if being ridden). |
items | 列表 | List of items this mob is tempted by | |
sound_interval | 范围 [a, b] | [0.0, 0.0] | Range of random ticks to wait between tempt sounds. |
speed_multiplier | 小数 | 1.0 | Movement speed multiplier of the mob when using this AI Goal |
tempt_sound | 字符串 | Sound to play while the mob is being tempted. | |
within_radius | 小数 | 0.0 | Distance in blocks this mob can get tempted by a player holding an item they like |
Allows the mob to look at a player that is holding a tradable item.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
carried_item_switch_time | 小数 | 2.0 | The max time in seconds that the trader will hold an item before attempting to switch for a different item that takes the same trade |
cooldown | 小数 | 2.0 | The time in seconds before the trader can use this goal again |
interest_time | 小数 | 45.0 | The max time in seconds that the trader will be interested with showing its trade items |
remove_item_time | 小数 | 1.0 | The max time in seconds that the trader will wait when you no longer have items to trade |
within_radius | 小数 | 0.0 | Distance in blocks this mob can be interested by a player holding an item they like |
Allows the player to trade with this mob.返回顶部
Allows the mob to target the same entity its owner is targeting.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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entity_types | JSON对象 | List of entities this mob can copy the owner from
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Allows the mob to move around randomly like the Vex.返回顶部
Allows the wither to launch random attacks. Can only be used by the Wither Boss.返回顶部
Allows the wither to focus its attacks on whichever mob has dealt the most damage to it.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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entity_types | JSON对象 | List of entity types the wither takes into account to find who dealt the most damage to it
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允许该NPC使用他们的工作站POI
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
active_time | 整数 | 0 | 该NPC将会停留在他们的工作地点的刻的数量 |
can_work_in_rain | 布尔值 | false | 如果为true,一个实体可以在他们的工作站POI位于雨中时工作。 |
goal_cooldown | 整数 | 0 | 该意向在可以被再次使用之前冷却的刻的数量 |
on_arrival | 字符串 | 当该实体到达他们的工作站并且完成工作时要运行的事件。 | |
sound_delay_max | 整数 | 0 | 一个声音将会播放的最大时间间隔 |
sound_delay_min | 整数 | 0 | 一个声音将会播放的最小时间间隔 |
speed_multiplier | 小数 | 1.0 | 该生物使用该AI意向时的移动速度乘子 |
work_in_rain_tolerance | 整数 | -1 | 如果“can_work_in_rain”为false,该值为雨不会打断该意向的最大剩余刻数。 |
Defines an entity's melee attack and any additional effects on it.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
damage | 范围 [a, b] | Range of the random amount of damage the melee attack deals. A negative value can heal the entity instead of hurting it | |
effect_duration | 小数 | 0.0 | Duration in seconds of the status ailment applied to the damaged entity |
effect_name | 字符串 | Identifier of the status ailment to apply to an entity attacked by this entity's melee attack |
Defines what mob effects to add and remove to the entity when adding this component.
名称 | 类型 | 默认值 | 描述 | ||||||||
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add_effects | 列表 | List of effects to add to this entity after adding this component
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remove_effects | 字符串 | List of identifiers of effects to be removed from this entity after adding this component |
Defines the entity's strength to carry items.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max | 整数 | 5 | The maximum strength of this entity |
value | 整数 | 1 | The initial value of the strength |
名称 | 描述 |
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minecraft:entity_born | Event called on an entity that is spawned through two entities breeding. |
minecraft:entity_spawned | Event called on an entity that is placed in the level. |
minecraft:entity_transformed | Event called on an entity that transforms into another entity. |
minecraft:on_prime | Event called on an entity whose fuse is lit and is ready to explode. |
Adds a rider to the entity. Requires minecraft:rideable.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
entity_type | 字符串 | The entity type that will be riding this entity. | |
spawn_event | 字符串 | The spawn event that will be used when the riding entity is created. |
Causes the mob to ignore attackable targets for a given duration.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cooldown_after_being_attacked | 整数 | 0 | Duration, in seconds, for which mob won't admire items if it was hurt |
duration | 整数 | 10 | Duration, in seconds, that the mob is pacified. |
Adds a timer for the entity to grow up. It can be accelerated by giving the entity the items it likes as defined by feedItems.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
drop_items | 列表 | List of items that the entity drops when it grows up. | |
duration | 小数 | 1200.0 | Amount of time before the entity grows up, -1 for always a baby. |
feed_items | 列表 | List of items that can be fed to the entity. Includes 'item' for the item name and 'growth' to define how much time it grows up by | |
grow_up | 字符串 | Event to run when this entity grows up. | |
transform_to_item | Item Description Properties | The feed item used will transform to this item upon successful interaction. Format: itemName:auxValue |
Defines the entity's 'angry' state using a timer.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
angry_sound | 字符串 | The sound event to play when the mob is angry | |
broadcast_anger | 布尔值 | false | If true, other entities of the same entity definition within the broadcastRange will also become angry |
broadcast_anger_on_attack | 布尔值 | false | If true, other entities of the same entity definition within the broadcastRange will also become angry whenever this mob attacks |
broadcast_anger_on_being_attacked | 布尔值 | false | If true, other entities of the same entity definition within the broadcastRange will also become angry whenever this mob is attacked |
broadcast_filters | Minecraft过滤器 | Conditions that make this entry in the list valid | |
broadcast_range | 整数 | 20 | Distance in blocks within which other entities of the same entity definition will become angry |
broadcast_targets | 列表 | A list of entity families to broadcast anger to | |
calm_event | 字符串 | Event to run after the number of seconds specified in duration expires (when the entity stops being 'angry') | |
duration | 整数 | 25 | The amount of time in seconds that the entity will be angry |
duration_delta | 整数 | 0 | Variance in seconds added to the duration [-delta, delta] |
filters | Minecraft过滤器 | Filter out mob types that it should not attack while angry (other Piglins) | |
sound_interval | 范围 [a, b] | 0 | The range of time in seconds to randomly wait before playing the sound again |
Allows the actor to break doors assuming that that flags set up for the component to use in navigation
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
break_time | 小数 | 12.0 | The time in seconds required to break through doors. |
min_difficulty | 字符串 | hard | The minimum difficulty that the world must be on for this entity to break doors. |
Allows the actor to open doors assuming that that flags set up for the component to use in navigation返回顶部
A component that does damage to entities that get within range.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cause | 字符串 | The type of damage that is applied to entities that enter the damage range. | |
damage_per_tick | 整数 | 2 | How much damage per tick is applied to entities that enter the damage range. |
damage_range | 小数 | 0.2 | How close a hostile entity must be to have the damage applied. |
entity_filter | Minecraft过滤器 | The set of entities that are valid to apply the damage to when within range. |
Adds a cooldown to a mob. The intention of this cooldown is to be used to prevent the mob from attempting to aquire new attack targets.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
attack_cooldown_complete_event | 触发器 | Event to be runned when the cooldown is complete. | |
attack_cooldown_time | 范围 [a, b] | [0.0, 1.0] | Amount of time in seconds for the cooldown. Can be specified as a number or a pair of numbers (min and max). |
Enables the component to drop an item as a barter exchange.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
barter_table | 字符串 | Loot table that's used to drop a random item. | |
cooldown_after_being_attacked | 整数 | 0 | Duration, in seconds, for which mob won't barter items if it was hurt |
Allows the player to detect and maneuver on the scaffolding block.返回顶部
Fires off a specified event when a block in the block list is broken within the sensor range.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
on_break | 列表 | List of blocks to watch for being broken to fire off a specified event. If a block is in multiple lists, multiple events will fire. | |
sensor_radius | 小数 | 16.00 | The maximum radial distance in which a specified block can be detected. The biggest radius is 32.0. |
Defines the conditions and behavior of a rideable entity's boost.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||
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boost_items | 列表 | List of items that can be used to boost while riding this entity. Each item has the following properties:
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duration | 小数 | 3.0 | Time in seconds for the boost. | ||||||||||||||||
speed_multiplier | 小数 | 1.0 | Factor by which the entity's normal speed increases. E.g. 2.0 means go twice as fast. |
The current state of the boss for updating the boss HUD.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
hud_range | 整数 | 55 | The max distance from the boss at which the boss's health bar is present on the players screen. |
name | 字符串 | The name that will be displayed above the boss's health bar. | |
should_darken_sky | 布尔值 | false | Whether the sky should darken in the presence of the boss. |
Specifies the blocks that this entity can break as it moves around.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
breakable_blocks | 列表 | A list of the blocks that can be broken as this entity moves around |
Defines what blocks this entity can breathe in and gives them the ability to suffocate.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
breathe_blocks | 列表 | List of blocks this entity can breathe in, in addition to the other "breathes" parameters. | |
breathes_air | 布尔值 | true | If true, this entity can breathe in air. |
breathes_lava | 布尔值 | true | If true, this entity can breathe in lava. |
breathes_solids | 布尔值 | false | If true, this entity can breathe in solid blocks. |
breathes_water | 布尔值 | false | If true, this entity can breathe in water. |
generates_bubbles | 布尔值 | true | If true, this entity will have visible bubbles while in water. |
inhale_time | 小数 | 0 | Time in seconds to recover breath to maximum. |
non_breathe_blocks | 列表 | List of blocks this entity can't breathe in, in addition to the other "breathes" parameters. | |
suffocate_time | 整数 | -20 | Time in seconds between suffocation damage. |
total_supply | 整数 | 15 | Time in seconds the entity can hold its breath. |
Defines the way an entity can get into the 'love' state.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||
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allow_sitting | 布尔值 | false | If true, entities can breed while sitting | ||||||||||||||||
blend_attributes | 布尔值 | true | If true, the entities will blend their attributes in the offspring after they breed. For example, horses blend their health, movement, and jump_strength in their offspring. | ||||||||||||||||
breed_cooldown | 小数 | 60 | Time in seconds before the Entity can breed again. | ||||||||||||||||
breed_items | 列表 | The list of items that can be used to get the entity into the 'love' state | |||||||||||||||||
breeds_with | 列表 | The list of entity definitions that this entity can breed with.
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causes_pregnancy | 布尔值 | false | If true, the entity will become pregnant instead of spawning a baby. | ||||||||||||||||
deny_parents_variant | JSON对象 | Determines how likely the baby of parents with the same variant will deny that variant and take a random variant within the given range instead.
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environment_requirements | 列表 | The list of nearby block requirements to get the entity into the 'love' state.The block types required nearby for the entity to breed. blocks返回顶部The number of the required block types nearby for the entity to breed. count返回顶部How many blocks radius from the mob's center to search in for the required blocks. Bounded between 0 and 16. radius返回顶部 |
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extra_baby_chance | 小数 | 0 | Chance that up to 16 babies will spawn between 0.0 and 1.0, where 1.0 is 100%. | ||||||||||||||||
inherit_tamed | 布尔值 | true | If true, the babies will be automatically tamed if its parents are | ||||||||||||||||
love_filters | Minecraft过滤器 | The filters to run when attempting to fall in love. | |||||||||||||||||
mutation_factor | JSON对象 | Determines how likely the babies are to NOT inherit one of their parent's variances. Values are between 0.0 and 1.0, with a higher number meaning more likely to mutate.
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require_full_health | 布尔值 | false | If true, the entity needs to be at full health before it can breed. | ||||||||||||||||
require_tame | 布尔值 | true | If true, the entities need to be tamed first before they can breed. | ||||||||||||||||
transform_to_item | 字符串 | The breed item used will transform to this item upon successful interaction. Format: itemName:auxValue |
Defines the way an entity can get into the 'bribed' state.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
bribe_cooldown | 小数 | 2.0 | Time in seconds before the Entity can be bribed again. |
bribe_items | 列表 | The list of items that can be used to bribe the entity. |
Enables an entity to float on the specified liquid blocks.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
apply_gravity | 布尔值 | true | Applies gravity each tick. Causes more of a wave simulation, but will cause more gravity to be applied outside liquids. |
base_buoyancy | 小数 | 1.0 | Base buoyancy used to calculate how much will a mob float. |
big_wave_probability | 小数 | 0.03 | Probability for a big wave hitting the entity. Only used if `simulate_waves` is true. |
big_wave_speed | 小数 | 10.0 | Multiplier for the speed to make a big wave. Triggered depending on 'big_wave_probability'. |
drag_down_on_buoyancy_removed | 小数 | 0.0 | How much an actor will be dragged down when the Buoyancy Component is removed. |
liquid_blocks | 列表 | List of blocks this entity can float on. Must be a liquid block. | |
simulate_waves | 布尔值 | true | Should the movement simulate waves going through. |
Specifies if/how a mob burns in daylight.返回顶部
Specifies hunt celebration behaviour.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
broadcast | 布尔值 | true | If true, celebration will be broadcasted to other entities in the radius. |
celeberation_targets | Minecraft过滤器 | The list of conditions that target of hunt must satisfy to initiate celebration. | |
celebrate_sound | 字符串 | The sound event to play when the mob is celebrating | |
duration | 整数 | 4 | Duration, in seconds, of celebration |
radius | 小数 | 16 | If broadcast is enabled, specifies the radius in which it will notify other entities for celebration. |
sound_interval | 范围 [a, b] | 0 | The range of time in seconds to randomly wait before playing the sound again |
Gives Regeneration I and removes Mining Fatigue from the mob that kills the Actor's attack target.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
apply_to_family | 布尔值 | false | Determines if the mob will grant mobs of the same type combat buffs if they kill the target. |
apply_to_self | 布尔值 | false | Determines if the mob will grant itself the combat buffs if it kills the target. |
regeneration_duration | 整数 | 5 | The duration in seconds of Regeneration I added to the mob. |
Defines the Conditional Spatial Update Bandwidth Optimizations of this entity.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
conditional_values | 列表 | The object containing the conditional bandwidth optimization values.Conditions that must be met for these optimization values to be used. conditional_values返回顶部In relation to the optimization value, determines the maximum ticks spatial update packets can be not sent. max_dropped_ticks返回顶部The maximum distance considered during bandwidth optimizations. Any value below the max is interpolated to find optimization, and any value greater than or equal to this max results in max optimization. max_optimized_distance返回顶部When set to true, smaller motion packets will be sent during drop packet intervals, resulting in the same amount of packets being sent as without optimizations but with much less data being sent. This should be used when actors are travelling very quickly or teleporting to prevent visual oddities. use_motion_prediction_hints返回顶部 |
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default_values | JSON对象 | The object containing the default bandwidth optimization values.In relation to the optimization value, determines the maximum ticks spatial update packets can be not sent. max_dropped_ticks返回顶部The maximum distance considered during bandwidth optimizations. Any value below the max is interpolated to find optimization, and any value greater than or equal to this max results in max optimization. max_optimized_distance返回顶部When set to true, smaller motion packets will be sent during drop packet intervals, resulting in the same amount of packets being sent as without optimizations but with much less data being sent. This should be used when actors are travelling very quickly or teleporting to prevent visual oddities. use_motion_prediction_hints返回顶部 |
List of hitboxes for melee and ranged hits against the entity.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
hitboxes | 数组 | Comma seperated list of hitboxes. |
Applies defined amount of damage to the entity at specified intervals.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
damage_per_hurt | 整数 | 1 | Amount of damage caused each hurt. |
time_between_hurt | 小数 | 0.0 | Time in seconds between damage. |
Defines what events to call when this entity is damaged by specific entities or items.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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triggers | 列表 | List of triggers with the events to call when taking specific kinds of damage.
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Despawns the Actor when the despawn rules or optional filters evaluate to true.
名称 | 类型 | 默认值 | 描述 | ||||||||||||
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despawn_from_chance | 布尔值 | true | Determines if "min_range_random_chance" is used in the standard despawn rules | ||||||||||||
despawn_from_distance | JSON对象 | Specifies if the "min_distance" and "max_distance" are used in the standard despawn rules.
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despawn_from_inactivity | 布尔值 | true | Determines if the "min_range_inactivity_timer" is used in the standard despawn rules. | ||||||||||||
despawn_from_simulation_edge | 布尔值 | true | Determines if the mob is instantly despawned at the edge of simulation distance in the standard despawn rules. | ||||||||||||
filters | Minecraft过滤器 | The list of conditions that must be satisfied before the Actor is despawned. If a filter is defined then standard despawn rules are ignored. | |||||||||||||
min_range_inactivity_timer | 整数 | 30 | The amount of time in seconds that the mob must be inactive. | ||||||||||||
min_range_random_chance | 整数 | 800 | A random chance between 1 and the given value. | ||||||||||||
remove_child_entities | 布尔值 | false | If true, all entities linked to this entity in a child relationship (eg. leashed) will also be despawned. |
Adds a timer for drying out that will count down and fire 'dried_out_event' or will stop as soon as the entity will get under rain or water and fire 'stopped_drying_out_event'
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
dried_out_event | 字符串 | Event to fire when the drying out time runs out. | |
recover_after_dried_out_event | 字符串 | Event to fire when entity was already dried out but received increase in water supply. | |
stopped_drying_out_event | 字符串 | Event to fire when entity stopped drying out, for example got into water or under rain. | |
total_time | 小数 | 0.0 | Amount of time in seconds to dry out fully. |
water_bottle_refill_time | 小数 | 0.0 | Optional amount of additional time in seconds given by using splash water bottle on entity. |
Defines this entity's ability to trade with players.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
convert_trades_economy | 布尔值 | false | Determines when the mob transforms, if the trades should be converted when the new mob has a economy_trade_table. When the trades are converted, the mob will generate a new trade list with their new trade table, but then it will try to convert any of the same trades over to have the same enchantments and user data. For example, if the original has a Emerald to Enchanted Iron Sword (Sharpness 1), and the new trade also has an Emerald for Enchanted Iron Sword, then the enchantment will be Sharpness 1. |
cured_discount | 范围 [a, b] | [-5, -20] | How much should the discount be modified by when the player has cured the Zombie Villager. Can be specified as a pair of numbers (low-tier trade discount and high-tier trade discount) |
display_name | 字符串 | Name to be displayed while trading with this entity | |
hero_demand_discount | 整数 | -4 | Used in legacy prices to determine how much should Demand be modified by when the player has the Hero of the Village mob effect |
max_cured_discount | 范围 [a, b] | [-25, -63] | The max the discount can be modified by when the player has cured the Zombie Villager. Can be specified as a pair of numbers (low-tier trade discount and high-tier trade discount) |
max_nearby_cured_discount | 整数 | -200 | The max the discount can be modified by when the player has cured a nearby Zombie Villager |
nearby_cured_discount | 整数 | -25 | How much should the discount be modified by when the player has cured a nearby Zombie Villager |
new_screen | 布尔值 | false | Used to determine if trading with entity opens the new trade screen |
persist_trades | 布尔值 | false | Determines if the trades should persist when the mob transforms. This makes it so that the next time the mob is transformed to something with a trade_table or economy_trade_table, then it keeps their trades. |
show_trade_screen | 布尔值 | true | Show an in game trade screen when interacting with the mob. |
table | 字符串 | File path relative to the resource pack root for this entity's trades | |
use_legacy_price_formula | 布尔值 | false | Determines whether the legacy formula is used to determines the trade prices. |
A component that fires an event when a set of conditions are met by other entities within the defined range.
名称 | 类型 | 默认值 | 描述 |
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event | 字符串 | Event to fire when the conditions are met. | |
event_filters | Minecraft过滤器 | The set of conditions that must be satisfied to fire the event. | |
maximum_count | 整数 | -1 | The maximum number of entities that must pass the filter conditions for the event to send. |
minimum_count | 整数 | 1 | The minimum number of entities that must pass the filter conditions for the event to send. |
relative_range | 布尔值 | true | If true the sensor range is additive on top of the entity's size. |
require_all | 布尔值 | false | If true requires all nearby entities to pass the filter conditions for the event to send. |
sensor_range | 小数 | 10 | The maximum distance another entity can be from this and have the filters checked against it. |
Creates a trigger based on environment conditions.
名称 | 类型 | 默认值 | 描述 |
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triggers | 列表 | The list of triggers that fire when the environment conditions match the given filter criteria. |
The entity puts on the desired equipment.返回顶部
Defines an entity's behavior for having items equipped to it.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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slots | 列表 | List of slots and the item that can be equipped.
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名称 | 类型 | 默认值 | 描述 |
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on_bred | Molang | 0 | A Molang expression defining the amount of experience rewarded when this entity is successfully bred. An array of expressions adds each expression's result together for a final total. |
on_death | Molang | 0 | A Molang expression defining the amount of experience rewarded when this entity dies. An array of expressions adds each expression's result together for a final total. |
Defines how the entity explodes.
名称 | 类型 | 默认值 | 描述 |
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breaks_blocks | 布尔值 | true | If true, the explosion will destroy blocks in the explosion radius. |
causes_fire | 布尔值 | false | If true, blocks in the explosion radius will be set on fire. |
destroy_affected_by_griefing | 布尔值 | false | If true, whether the explosion breaks blocks is affected by the mob griefing game rule. |
fire_affected_by_griefing | 布尔值 | false | If true, whether the explosion causes fire is affected by the mob griefing game rule. |
fuse_length | 范围 [a, b] | [0.0, 0.0] | The range for the random amount of time the fuse will be lit before exploding, a negative value means the explosion will be immediate. |
fuse_lit | 布尔值 | false | If true, the fuse is already lit when this component is added to the entity. |
max_resistance | 小数 | 3.40282e+38 | A blocks explosion resistance will be capped at this value when an explosion occurs. |
power | 小数 | 3 | The radius of the explosion in blocks and the amount of damage the explosion deals. |
Allows entities to flock in groups in water or not.
名称 | 类型 | 默认值 | 描述 |
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block_distance | 小数 | 0 | The amount of blocks away the entity will look at to push away from. |
block_weight | 小数 | 0 | The weight of the push back away from blocks. |
breach_influence | 小数 | 0 | The amount of push back given to a flocker that breaches out of the water. |
cohesion_threshold | 小数 | 1 | The threshold in which to start applying cohesion. |
cohesion_weight | 小数 | 1 | The weight applied for the cohesion steering of the flock. |
goal_weight | 小数 | 0 | The weight on which to apply on the goal output. |
high_flock_limit | 整数 | 0 | Determines the high bound amount of entities that can be allowed in the flock. |
in_water | 布尔值 | false | Tells the Flocking Component if the entity exists in water. |
influence_radius | 小数 | 0 | The area around the entity that allows others to be added to the flock. |
innner_cohesion_threshold | 小数 | 0 | The distance in which the flocker will stop applying cohesion. |
loner_chance | 小数 | 0 | The percentage chance between 0-1 that a fish will spawn and not want to join flocks. Invalid values will be capped at the end points. |
low_flock_limit | 整数 | 0 | Determines the low bound amount of entities that can be allowed in the flock. |
match_variants | 布尔值 | false | Tells the flockers that they can only match similar entities that also match the variant, mark variants, and color data of the other potential flockers. |
max_height | 小数 | 0 | The max height allowable in the air or water. |
min_height | 小数 | 0 | The min height allowable in the air or water. |
separation_threshold | 小数 | 2 | The distance that is determined to be to close to another flocking and to start applying separation. |
separation_weight | 小数 | 1 | The weight applied to the separation of the flock. |
use_center_of_mass | 布尔值 | false | Tells the flockers that they will follow flocks based on the center of mass. |
Defines the way a mob's genes and alleles are passed on to its offspring, and how those traits manifest in the child. Compatible parent genes are crossed together, the alleles are handed down from the parents to the child, and any matching genetic variants fire off JSON events to modify the child and express the traits.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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genes | 列表 | The list of genes that this entity has and will cross with a partner during breeding.
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mutation_rate | 小数 | 0.03125 | Chance that an allele will be replaced with a random one instead of the parent's allele during birth. |
Defines sets of items that can be used to trigger events when used on this entity. The item will also be taken and placed in the entity's inventory.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
cooldown | 小数 | 0.0 | An optional cool down in seconds to prevent spamming interactions. |
items | 列表 | The list of items that can be given to the entity to place in their inventory. | |
on_give | 字符串 | Event to fire when the correct item is given. |
Keeps track of entity group size in the given radius.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
filters | Minecraft过滤器 | The list of conditions that must be satisfied for other entities to be counted towards group size. | |
radius | 小数 | 16 | Radius from center of entity. |
Could increase crop growth when entity walks over crop
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
chance | 小数 | 0 | Value between 0-1. Chance of success per tick. |
charges | 整数 | 10 | Number of charges |
Defines the interactions with this entity for healing it.
名称 | 类型 | 默认值 | 描述 | ||||||||||||
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filters | Minecraft过滤器 | The filter group that defines the conditions for using this item to heal the entity. | |||||||||||||
force_use | 布尔值 | false | Determines if item can be used regardless of entity being at full health. | ||||||||||||
items | 数组 | The array of items that can be used to heal this entity.
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Saves a home pos for when the the entity is spawned.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
home_block_list | 列表 | Optional block list that the home position will be associated with. If any of the blocks no longer exist at that position, the home restriction is removed. Example syntax: minecraft:sand. Not supported: minecraft:sand:1 | |
restriction_radius | 整数 | -1 | The radius that the entity will be restricted to in relation to its home |
Defines a set of conditions under which an entity should take damage.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
damage_conditions | 数组 | List of damage conditions that when met can cause damage to the entity.The kind of damage that is caused to the entity. Various armors and spells use this to determine if the entity is immune. causenone The amount of damage done each tick that the conditions are met. damage_per_tickThe set of conditions that must be satisfied before the entity takes the defined damage. filters |
Verifies whether the entity is inside any of the listed blocks.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
block_list | 列表 | List of blocks, with certain block states, that we are monitoring to see if the entity is inside. |
Adds a timer since last rested to see if phantoms should spawn.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
days_until_insomnia | 小数 | 3.0 | Number of days the mob has to stay up until the insomnia effect begins. |
Despawns the Actor immediately.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
remove_child_entities | 布尔值 | false | If true, all entities linked to this entity in a child relationship (eg. leashed) will also be despawned. |
Defines interactions with this entity.
名称 | 类型 | 默认值 | 描述 | ||||||||
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add_items | JSON对象 | Loot table with items to add to the player's inventory upon successful interaction.
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cooldown | 小数 | 0 | Time in seconds before this entity can be interacted with again. | ||||||||
cooldown_after_being_attacked | 小数 | 0 | Time in seconds before this entity can be interacted with after being attacked. | ||||||||
health_amount | Integer | 0 | The amount of health this entity will recover or hurt when interacting with this item. Negative values will harm the entity. | ||||||||
hurt_item | 整数 | 0 | The amount of damage the item will take when used to interact with this entity. A value of 0 means the item won't lose durability. | ||||||||
interact_text | 字符串 | Text to show when the player is able to interact in this way with this entity when playing with Touch-screen controls. | |||||||||
on_interact | 字符串 | Event to fire when the interaction occurs. | |||||||||
particle_on_start | JSON对象 | Particle effect that will be triggered at the start of the interaction.Whether or not the particle will appear closer to who performed the interaction. particle_offset_towards_interactor返回顶部The type of particle that will be spawned. particle_type返回顶部Will offset the particle this amount in the y direction. particle_y_offset返回顶部 |
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play_sounds | 字符串 | List of sounds to play when the interaction occurs. | |||||||||
spawn_entities | 字符串 | List of entities to spawn when the interaction occurs. | |||||||||
spawn_items | JSON对象 | Loot table with items to drop on the ground upon successful interaction.
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swing | 布尔值 | false | If true, the player will do the 'swing' animation when interacting with this entity. | ||||||||
transform_to_item | 字符串 | The item used will transform to this item upon successful interaction. Format: itemName:auxValue | |||||||||
use_item | 布尔值 | false | If true, the interaction will use an item. |
Defines this entity's inventory properties.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
additional_slots_per_strength | 整数 | 0 | Number of slots that this entity can gain per extra strength |
can_be_siphoned_from | 布尔值 | false | If true, the contents of this inventory can be removed by a hopper |
container_type | 字符串 | none | Type of container this entity has. Can be horse, minecart_chest, minecart_hopper, inventory, container or hopper |
inventory_size | 整数 | 5 | Number of slots the container has |
private | 布尔值 | false | If true, the entity will not drop its inventory on death |
restrict_to_owner | 布尔值 | false | If true, the entity's inventory can only be accessed by its owner or itself |
Determines that this entity is an item hopper.返回顶部
Defines a dynamic type jump control that will change jump properties based on the speed modifier of the mob.返回顶部
Gives the entity the ability to jump.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
jump_power | 小数 | 0.42 | The initial vertical velocity for the jump |
Allows this entity to be leashed and defines the conditions and events for this entity when is leashed.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
can_be_stolen | 布尔值 | false | If true, players can leash this entity even if it is already leashed to another mob. |
hard_distance | 小数 | 6 | Distance in blocks at which the leash stiffens, restricting movement. |
max_distance | 小数 | 10 | Distance in blocks at which the leash breaks. |
on_leash | 字符串 | Event to call when this entity is leashed. | |
on_unleash | 字符串 | Event to call when this entity is unleashed. | |
soft_distance | 小数 | 4 | Distance in blocks at which the 'spring' effect starts acting to keep this entity close to the entity that leashed it. |
Defines the behavior when another entity looks at this entity.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
allow_invulnerable | 布尔值 | false | If true, invulnerable entities (e.g. Players in creative mode) are considered valid targets. |
filters | Minecraft过滤器 | Defines the entities that can trigger this component. | |
look_cooldown | 范围 [a, b] | [0, 0] | The range for the random amount of time during which the entity is 'cooling down' and won't get angered or look for a target. |
look_event | 字符串 | The event identifier to run when the entities specified in filters look at this entity. | |
search_radius | 小数 | 10 | Maximum distance this entity will look for another entity looking at it. |
set_target | 布尔值 | true | If true, this entity will set the attack target as the entity that looked at it. |
This component is used to implement part of the Wandering Trader behavior返回顶部
A component that applies a mob effect to entities that get within range.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
effect_range | 小数 | 0.2 | How close a hostile entity must be to have the mob effect applied. |
effect_time | 整数 | 10 | How long the applied mob effect lasts in seconds. |
entity_filter | Minecraft过滤器 | The set of entities that are valid to apply the mob effect to. | |
mob_effect | 字符串 | The mob effect that is applied to entities that enter this entities effect range. |
This move control allows the mob to swim in water and walk on land.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max_turn | 小数 | 30.0 | The maximum number in degrees the mob can turn per tick. |
This component accents the movement of an entity.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max_turn | 小数 | 30.0 | The maximum number in degrees the mob can turn per tick. |
This move control causes the mob to fly.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max_turn | 小数 | 30.0 | The maximum number in degrees the mob can turn per tick. |
This move control allows a mob to fly, swim, climb, etc.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max_turn | 小数 | 30.0 | The maximum number in degrees the mob can turn per tick. |
This move control causes the mob to hover.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max_turn | 小数 | 30.0 | The maximum number in degrees the mob can turn per tick. |
Move control that causes the mob to jump as it moves with a specified delay between jumps.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
jump_delay | 范围 [a, b] | [0.0, 0.0] | Delay after landing when using the slime move control. |
max_turn | 小数 | 30.0 | The maximum number in degrees the mob can turn per tick. |
This move control causes the mob to hop as it moves.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max_turn | 小数 | 30.0 | The maximum number in degrees the mob can turn per tick. |
This move control causes the mob to sway side to side giving the impression it is swimming.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max_turn | 小数 | 30.0 | The maximum number in degrees the mob can turn per tick. |
sway_amplitude | 小数 | 0.05 | Strength of the sway movement. |
sway_frequency | 小数 | 0.5 | Multiplier for the frequency of the sway movement. |
Allows this entity to be named (e.g. using a name tag).
名称 | 类型 | 默认值 | 描述 | ||||||||||||
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allow_name_tag_renaming | 布尔值 | true | If true, this entity can be renamed with name tags | ||||||||||||
always_show | 布尔值 | false | If true, the name will always be shown | ||||||||||||
default_trigger | 字符串 | Trigger to run when the entity gets named | |||||||||||||
name_actions | JSON对象 | Describes the special names for this entity and the events to call when the entity acquires those names
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Allows this entity to generate paths that include vertical walls like the vanilla Spiders do.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
avoid_damage_blocks | 布尔值 | false | Tells the pathfinder to avoid blocks that cause damage when finding a path |
avoid_portals | 布尔值 | false | Tells the pathfinder to avoid portals (like nether portals) when finding a path |
avoid_sun | 布尔值 | false | Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths |
avoid_water | 布尔值 | false | Tells the pathfinder to avoid water when creating a path |
blocks_to_avoid | 列表 | Tells the pathfinder which blocks to avoid when creating a path | |
can_breach | 布尔值 | false | Tells the pathfinder whether or not it can jump out of water (like a dolphin) |
can_break_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door and break it |
can_jump | 布尔值 | true | Tells the pathfinder whether or not it can jump up blocks |
can_open_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door assuming the AI will open the door |
can_open_iron_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door |
can_pass_doors | 布尔值 | true | Whether a path can be created through a door |
can_path_from_air | 布尔值 | false | Tells the pathfinder that it can start pathing when in the air |
can_path_over_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the lava |
can_path_over_water | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the water |
can_sink | 布尔值 | true | Tells the pathfinder whether or not it will be pulled down by gravity while in water |
can_swim | 布尔值 | false | Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path |
can_walk | 布尔值 | true | Tells the pathfinder whether or not it can walk on the ground outside water |
can_walk_in_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel in lava like walking on ground |
is_amphibious | 布尔值 | false | Tells the pathfinder whether or not it can walk on the ground underwater |
Allows this entity to generate paths by flying around the air like the regular Ghast.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
avoid_damage_blocks | 布尔值 | false | Tells the pathfinder to avoid blocks that cause damage when finding a path |
avoid_portals | 布尔值 | false | Tells the pathfinder to avoid portals (like nether portals) when finding a path |
avoid_sun | 布尔值 | false | Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths |
avoid_water | 布尔值 | false | Tells the pathfinder to avoid water when creating a path |
blocks_to_avoid | 列表 | Tells the pathfinder which blocks to avoid when creating a path | |
can_breach | 布尔值 | false | Tells the pathfinder whether or not it can jump out of water (like a dolphin) |
can_break_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door and break it |
can_jump | 布尔值 | true | Tells the pathfinder whether or not it can jump up blocks |
can_open_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door assuming the AI will open the door |
can_open_iron_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door |
can_pass_doors | 布尔值 | true | Whether a path can be created through a door |
can_path_from_air | 布尔值 | false | Tells the pathfinder that it can start pathing when in the air |
can_path_over_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the lava |
can_path_over_water | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the water |
can_sink | 布尔值 | true | Tells the pathfinder whether or not it will be pulled down by gravity while in water |
can_swim | 布尔值 | false | Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path |
can_walk | 布尔值 | true | Tells the pathfinder whether or not it can walk on the ground outside water |
can_walk_in_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel in lava like walking on ground |
is_amphibious | 布尔值 | false | Tells the pathfinder whether or not it can walk on the ground underwater |
Allows this entity to generate paths in the air like the vanilla Parrots do.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
avoid_damage_blocks | 布尔值 | false | Tells the pathfinder to avoid blocks that cause damage when finding a path |
avoid_portals | 布尔值 | false | Tells the pathfinder to avoid portals (like nether portals) when finding a path |
avoid_sun | 布尔值 | false | Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths |
avoid_water | 布尔值 | false | Tells the pathfinder to avoid water when creating a path |
blocks_to_avoid | 列表 | Tells the pathfinder which blocks to avoid when creating a path | |
can_breach | 布尔值 | false | Tells the pathfinder whether or not it can jump out of water (like a dolphin) |
can_break_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door and break it |
can_jump | 布尔值 | true | Tells the pathfinder whether or not it can jump up blocks |
can_open_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door assuming the AI will open the door |
can_open_iron_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door |
can_pass_doors | 布尔值 | true | Whether a path can be created through a door |
can_path_from_air | 布尔值 | false | Tells the pathfinder that it can start pathing when in the air |
can_path_over_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the lava |
can_path_over_water | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the water |
can_sink | 布尔值 | true | Tells the pathfinder whether or not it will be pulled down by gravity while in water |
can_swim | 布尔值 | false | Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path |
can_walk | 布尔值 | true | Tells the pathfinder whether or not it can walk on the ground outside water |
can_walk_in_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel in lava like walking on ground |
is_amphibious | 布尔值 | false | Tells the pathfinder whether or not it can walk on the ground underwater |
Allows this entity to generate paths by walking, swimming, flying and/or climbing around and jumping up and down a block.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
avoid_damage_blocks | 布尔值 | false | Tells the pathfinder to avoid blocks that cause damage when finding a path |
avoid_portals | 布尔值 | false | Tells the pathfinder to avoid portals (like nether portals) when finding a path |
avoid_sun | 布尔值 | false | Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths |
avoid_water | 布尔值 | false | Tells the pathfinder to avoid water when creating a path |
blocks_to_avoid | 列表 | Tells the pathfinder which blocks to avoid when creating a path | |
can_breach | 布尔值 | false | Tells the pathfinder whether or not it can jump out of water (like a dolphin) |
can_break_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door and break it |
can_jump | 布尔值 | true | Tells the pathfinder whether or not it can jump up blocks |
can_open_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door assuming the AI will open the door |
can_open_iron_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door |
can_pass_doors | 布尔值 | true | Whether a path can be created through a door |
can_path_from_air | 布尔值 | false | Tells the pathfinder that it can start pathing when in the air |
can_path_over_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the lava |
can_path_over_water | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the water |
can_sink | 布尔值 | true | Tells the pathfinder whether or not it will be pulled down by gravity while in water |
can_swim | 布尔值 | false | Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path |
can_walk | 布尔值 | true | Tells the pathfinder whether or not it can walk on the ground outside water |
can_walk_in_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel in lava like walking on ground |
is_amphibious | 布尔值 | false | Tells the pathfinder whether or not it can walk on the ground underwater |
Allows this entity to generate paths in the air like the vanilla Bees do. Keeps them from falling out of the skies and doing predictive movement.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
avoid_damage_blocks | 布尔值 | false | Tells the pathfinder to avoid blocks that cause damage when finding a path |
avoid_portals | 布尔值 | false | Tells the pathfinder to avoid portals (like nether portals) when finding a path |
avoid_sun | 布尔值 | false | Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths |
avoid_water | 布尔值 | false | Tells the pathfinder to avoid water when creating a path |
blocks_to_avoid | 列表 | Tells the pathfinder which blocks to avoid when creating a path | |
can_breach | 布尔值 | false | Tells the pathfinder whether or not it can jump out of water (like a dolphin) |
can_break_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door and break it |
can_jump | 布尔值 | true | Tells the pathfinder whether or not it can jump up blocks |
can_open_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door assuming the AI will open the door |
can_open_iron_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door |
can_pass_doors | 布尔值 | true | Whether a path can be created through a door |
can_path_from_air | 布尔值 | false | Tells the pathfinder that it can start pathing when in the air |
can_path_over_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the lava |
can_path_over_water | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the water |
can_sink | 布尔值 | true | Tells the pathfinder whether or not it will be pulled down by gravity while in water |
can_swim | 布尔值 | false | Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path |
can_walk | 布尔值 | true | Tells the pathfinder whether or not it can walk on the ground outside water |
can_walk_in_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel in lava like walking on ground |
is_amphibious | 布尔值 | false | Tells the pathfinder whether or not it can walk on the ground underwater |
Allows this entity to generate paths that include water.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
avoid_damage_blocks | 布尔值 | false | Tells the pathfinder to avoid blocks that cause damage when finding a path |
avoid_portals | 布尔值 | false | Tells the pathfinder to avoid portals (like nether portals) when finding a path |
avoid_sun | 布尔值 | false | Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths |
avoid_water | 布尔值 | false | Tells the pathfinder to avoid water when creating a path |
blocks_to_avoid | 列表 | Tells the pathfinder which blocks to avoid when creating a path | |
can_breach | 布尔值 | false | Tells the pathfinder whether or not it can jump out of water (like a dolphin) |
can_break_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door and break it |
can_jump | 布尔值 | true | Tells the pathfinder whether or not it can jump up blocks |
can_open_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door assuming the AI will open the door |
can_open_iron_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door |
can_pass_doors | 布尔值 | true | Whether a path can be created through a door |
can_path_from_air | 布尔值 | false | Tells the pathfinder that it can start pathing when in the air |
can_path_over_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the lava |
can_path_over_water | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the water |
can_sink | 布尔值 | true | Tells the pathfinder whether or not it will be pulled down by gravity while in water |
can_swim | 布尔值 | false | Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path |
can_walk | 布尔值 | true | Tells the pathfinder whether or not it can walk on the ground outside water |
can_walk_in_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel in lava like walking on ground |
is_amphibious | 布尔值 | false | Tells the pathfinder whether or not it can walk on the ground underwater |
Allows this entity to generate paths by walking around and jumping up and down a block like regular mobs.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
avoid_damage_blocks | 布尔值 | false | Tells the pathfinder to avoid blocks that cause damage when finding a path |
avoid_portals | 布尔值 | false | Tells the pathfinder to avoid portals (like nether portals) when finding a path |
avoid_sun | 布尔值 | false | Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths |
avoid_water | 布尔值 | false | Tells the pathfinder to avoid water when creating a path |
blocks_to_avoid | 列表 | Tells the pathfinder which blocks to avoid when creating a path | |
can_breach | 布尔值 | false | Tells the pathfinder whether or not it can jump out of water (like a dolphin) |
can_break_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door and break it |
can_jump | 布尔值 | true | Tells the pathfinder whether or not it can jump up blocks |
can_open_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed door assuming the AI will open the door |
can_open_iron_doors | 布尔值 | false | Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door |
can_pass_doors | 布尔值 | true | Whether a path can be created through a door |
can_path_from_air | 布尔值 | false | Tells the pathfinder that it can start pathing when in the air |
can_path_over_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the lava |
can_path_over_water | 布尔值 | false | Tells the pathfinder whether or not it can travel on the surface of the water |
can_sink | 布尔值 | true | Tells the pathfinder whether or not it will be pulled down by gravity while in water |
can_swim | 布尔值 | false | Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path |
can_walk | 布尔值 | true | Tells the pathfinder whether or not it can walk on the ground outside water |
can_walk_in_lava | 布尔值 | false | Tells the pathfinder whether or not it can travel in lava like walking on ground |
is_amphibious | 布尔值 | false | Tells the pathfinder whether or not it can walk on the ground underwater |
Defines the entity's 'out of control' state.返回顶部
Defines the entity's 'peek' behavior, defining the events that should be called during it.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
on_close | 字符串 | Event to call when the entity is done peeking. | |
on_open | 字符串 | Event to call when the entity starts peeking. | |
on_target_open | 字符串 | Event to call when the entity's target entity starts peeking. |
Defines whether an entity should be persistent in the game world.返回顶部
Defines physics properties of an actor, including if it is affected by gravity or if it collides with objects.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
has_collision | 布尔值 | true | Whether or not the object collides with things. |
has_gravity | 布尔值 | true | Whether or not the entity is affected by gravity. |
Specifies costing information for mobs that prefer to walk on preferred paths.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
default_block_cost | 小数 | 0 | Cost for non-preferred blocks |
jump_cost | 整数 | 0 | Added cost for jumping up a node |
max_fall_blocks | 整数 | 3 | Distance mob can fall without taking damage |
preferred_path_blocks | 列表 | A list of blocks with their associated cost |
Allows the entity to be a thrown entity.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
angle_offset | 小数 | 0 | Determines the angle at which the projectile is thrown |
catch_fire | 布尔值 | false | If true, the entity hit will be set on fire |
crit_particle_on_hurt | 布尔值 | false | If true, the projectile will produce additional particles when a critical hit happens |
destroy_on_hurt | 布尔值 | false | If true, this entity will be destroyed when hit |
filter | 字符串 | Entity Definitions defined here can't be hurt by the projectile | |
fire_affected_by_griefing | 布尔值 | false | If true, whether the projectile causes fire is affected by the mob griefing game rule |
gravity | 小数 | 0.05 | The gravity applied to this entity when thrown. The higher the value, the faster the entity falls |
hit_sound | 字符串 | The sound that plays when the projectile hits something | |
homing | 布尔值 | false | If true, the projectile homes in to the nearest entity |
inertia | 小数 | 0.99 | The fraction of the projectile's speed maintained every frame while traveling in air |
is_dangerous | 布尔值 | false | If true, the projectile will be treated as dangerous to the players |
knockback | 布尔值 | true | If true, the projectile will knock back the entity it hits |
lightning | 布尔值 | false | If true, the entity hit will be struck by lightning |
liquid_inertia | 小数 | 0.6 | The fraction of the projectile's speed maintained every frame while traveling in water |
multiple_targets | 布尔值 | true | If true, the projectile can hit multiple entities per flight |
offset | 向量 [a, b, c] | [0, 0, 0] | The offset from the entity's anchor where the projectile will spawn |
on_fire_time | 小数 | 5 | Time in seconds that the entity hit will be on fire for |
particle | 字符串 | iconcrack | Particle to use upon collision |
potion_effect | 整数 | -1 | Defines the effect the arrow will apply to the entity it hits |
power | 小数 | 1.3 | Determines the velocity of the projectile |
reflect_on_hurt | 布尔值 | false | If true, this entity will be reflected back when hit |
semi_random_diff_damage | 布尔值 | false | If true, damage will be randomized based on damage and speed |
shoot_sound | 字符串 | The sound that plays when the projectile is shot | |
shoot_target | 布尔值 | true | If true, the projectile will be shot towards the target of the entity firing it |
should_bounce | 布尔值 | false | If true, the projectile will bounce upon hit |
splash_potion | 布尔值 | false | If true, the projectile will be treated like a splash potion |
splash_range | 小数 | 4 | Radius in blocks of the 'splash' effect |
uncertainty_base | 小数 | 0 | The base accuracy. Accuracy is determined by the formula uncertaintyBase - difficultyLevel * uncertaintyMultiplier |
uncertainty_multiplier | 小数 | 0 | Determines how much difficulty affects accuracy. Accuracy is determined by the formula uncertaintyBase - difficultyLevel * uncertaintyMultiplier |
Defines what can push an entity between other entities and pistons.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
is_pushable | 布尔值 | true | Whether the entity can be pushed by other entities. |
is_pushable_by_piston | 布尔值 | true | Whether the entity can be pushed by pistons safely. |
Attempts to trigger a raid at the entity's location.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
triggered_event | 字符串 | Event to run we attempt to trigger a raid on the village. |
Defines the entity's movement on the rails. An entity with this component is only allowed to move on the rail.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max_speed | 小数 | 0.4 | Maximum speed that this entity will move at when on the rail. |
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
check_block_types | 布尔值 | false | If true, on tick this entity will trigger its on_deactivate behavior |
eject_on_activate | 布尔值 | true | If true, this entity will eject all of its riders when it passes over an activated rail |
eject_on_deactivate | 布尔值 | false | If true, this entity will eject all of its riders when it passes over a deactivated rail |
on_activate | 字符串 | Event to call when the rail is activated | |
on_deactivate | 字符串 | Event to call when the rail is deactivated | |
tick_command_block_on_activate | 布尔值 | true | If true, command blocks will start ticking when passing over an activated rail |
tick_command_block_on_deactivate | 布尔值 | false | If false, command blocks will stop ticking when passing over a deactivated rail |
Defines the ravager's response to their melee attack being blocked.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
knockback_strength | 小数 | 3.0 | The strength with which blocking entities should be knocked back |
reaction_choices | 列表 | [ ] | A list of weighted responses to the melee attack being blocked |
Determines whether this entity can be ridden. Allows specifying the different seat positions and quantity.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
controlling_seat | 整数 | 0 | The seat that designates the driver of the entity. This is only observed by the horse/boat styles of riding; minecarts/entities with "minecraft:controlled_by_player" give control to any player in any seat. | ||||||||||||||||||||||||
crouching_skip_interact | 布尔值 | true | If true, this entity can't be interacted with if the entity interacting with it is crouching | ||||||||||||||||||||||||
family_types | 列表 | List of entities that can ride this entity | |||||||||||||||||||||||||
interact_text | 字符串 | The text to display when the player can interact with the entity when playing with Touch-screen controls | |||||||||||||||||||||||||
priority | 整数 | 0 | This field may exist in old data but isn't used by minecraft:rideable. | ||||||||||||||||||||||||
pull_in_entities | 布尔值 | false | If true, this entity will pull in entities that are in the correct family_types into any available seats | ||||||||||||||||||||||||
rider_can_interact | 布尔值 | false | If true, this entity will be picked when looked at by the rider | ||||||||||||||||||||||||
seat_count | 整数 | 1 | The number of entities that can ride this entity at the same time | ||||||||||||||||||||||||
seats | 列表 | The list of positions and number of riders for each position for entities riding this entity
|
Defines the entity's size interpolation based on the entity's age.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
end_scale | 小数 | 1 | Ending scale of the entity when it's fully grown. |
start_scale | 小数 | 1 | Initial scale of the newborn entity. |
Fires off scheduled mob events at time of day events.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
scheduled_events | 列表 | The list of triggers that fire when the conditions match the given filter criteria. If any filter criteria overlap the first defined event will be picked. |
Defines a list of items the mob wants to share or pick up. Each item must have the following parameters:
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
all_items | 布尔值 | false | A bucket for all other items in the game. Note this category is always least priority items. |
all_items_max_amount | 整数 | -1 | Maximum number of this item the mob will hold. |
all_items_surplus_amount | 整数 | -1 | Number of this item considered extra that the entity wants to share. |
all_items_want_amount | 整数 | -1 | Number of this item this entity wants to share. |
items | 列表 | List of items that the entity wants to share.Mob will admire the item after picking up by looking at it. For this to happen the mob needs to have an Admire component and an Admire goal. admire返回顶部Mob will barter for the item after picking it up. For this to work the mob needs to have a Barter component and a Barter goal. barter返回顶部Determines whether the mob will consume the item or not. consume_item返回顶部Defines the item this entity wants to craft with the item defined by "item". Should be an item name. craft_into返回顶部The name of the item. Aux value can be specified, for instance 'minecraft:skull:1'. item返回顶部Maximum number of this item the mob will hold. max_amount返回顶部Maximum number of this item the mob will pick up during a single goal tick. pickup_limit返回顶部Prioritizes which items the entity prefers. 0 is the highest priority. priority返回顶部Determines whether the mob will try to put the item in its inventory if it has the inventory component and if it can't be equipped. stored_in_inventory返回顶部Number of this item considered extra that the entity wants to share. surplus_amount返回顶部Number of this item this entity wants to have. want_amount返回顶部 |
Defines the entity's ranged attack behavior.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
aux_val | 整数 | -1 | ID of the Potion effect to be applied on hit |
def | 字符串 | Actor definition to use as projectile for the ranged attack. The actor definition must have the projectile component to be able to be shot as a projectile |
Defines the entity's 'sit' state.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
sit_event | 字符串 | Event to run when the entity enters the 'sit' state | |
stand_event | 字符串 | Event to run when the entity exits the 'sit' state |
Adds a timer after which this entity will spawn another entity or item (similar to vanilla's chicken's egg-laying behavior).
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
filters | Minecraft过滤器 | If present, the specified entity will only spawn if the filter evaluates to true. | |
max_wait_time | 整数 | 600 | Maximum amount of time to randomly wait in seconds before another entity is spawned. |
min_wait_time | 整数 | 300 | Minimum amount of time to randomly wait in seconds before another entity is spawned. |
num_to_spawn | 整数 | 1 | The number of entities of this type to spawn each time that this triggers. |
should_leash | 布尔值 | false | If true, this the spawned entity will be leashed to the parent. |
single_use | 布尔值 | false | If true, this component will only ever spawn the specified entity once. |
spawn_entity | 字符串 | Identifier of the entity to spawn, leave empty to spawn the item defined by "spawn_item" instead. | |
spawn_event | 字符串 | minecraft:entity_born | Event to call when the entity is spawned. |
spawn_item | 字符串 | egg | Item identifier of the item to spawn. |
spawn_method | 字符串 | born | Method to use to spawn the entity. |
spawn_sound | 字符串 | plop | Identifier of the sound effect to play when the entity is spawned. |
Defines the entity's strength to carry items.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max | 整数 | 5 | The maximum strength of this entity |
value | 整数 | 1 | The initial value of the strength |
Defines the rules for a mob to be tamed by the player.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
probability | 小数 | 1 | The chance of taming the entity with each item use between 0.0 and 1.0, where 1.0 is 100% |
tame_event | 字符串 | Event to run when this entity becomes tamed | |
tame_items | 列表 | The list of items that can be used to tame this entity |
Allows the Entity to be tamed by mounting it.
名称 | 类型 | 默认值 | 描述 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
attempt_temper_mod | 整数 | 5 | The amount the entity's temper will increase when mounted. | ||||||||||||
autoRejectItems | JSON对象 | The list of items that, if carried while interacting with the entity, will anger it.
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feed_items | JSON对象 | The list of items that can be used to increase the entity's temper and speed up the taming process.
|
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feed_text | 字符串 | The text that shows in the feeding interact button. | |||||||||||||
max_temper | 整数 | 100 | The maximum value for the entity's random starting temper. | ||||||||||||
min_temper | 整数 | 0 | The minimum value for the entity's random starting temper. | ||||||||||||
ride_text | 字符串 | The text that shows in the riding interact button. | |||||||||||||
tame_event | 字符串 | Event that triggers when the entity becomes tamed. |
Defines the entity's range within which it can see or sense other entities to target them.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
inside_range | 小数 | 1 | Maximum distance in blocks that another entity will be considered in the 'inside' range |
must_see | 布尔值 | false | Whether the other entity needs to be visible to trigger 'inside' events |
on_inside_range | 字符串 | Event to call when an entity gets in the inside range. Can specify 'event' for the name of the event and 'target' for the target of the event | |
on_outside_range | 字符串 | Event to call when an entity gets in the outside range. Can specify 'event' for the name of the event and 'target' for the target of the event | |
on_vision_lost_inside_range | 字符串 | Event to call when an entity exits visual range. Can specify 'event' for the name of the event and 'target' for the target of the event | |
outside_range | 小数 | 5 | Maximum distance in blocks that another entity will be considered in the 'outside' range |
Defines an entity's teleporting behavior.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
dark_teleport_chance | 小数 | 0.01 | Modifies the chance that the entity will teleport if the entity is in darkness |
light_teleport_chance | 小数 | 0.01 | Modifies the chance that the entity will teleport if the entity is in daylight |
max_random_teleport_time | 小数 | 20 | Maximum amount of time in seconds between random teleports |
min_random_teleport_time | 小数 | 0 | Minimum amount of time in seconds between random teleports |
random_teleport_cube | 向量 [a, b, c] | [32, 16, 32] | Entity will teleport to a random position within the area defined by this cube |
random_teleports | 布尔值 | true | If true, the entity will teleport randomly |
target_distance | 小数 | 16 | Maximum distance the entity will teleport when chasing a target |
target_teleport_chance | 小数 | 1 | The chance that the entity will teleport between 0.0 and 1.0. 1.0 means 100% |
Defines if the entity ticks the world and the radius around it to tick.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
distance_to_players | 小数 | 128 | The distance at which the closest player has to be before this entity despawns. This option will be ignored if never_despawn is true. Min: 128 blocks. |
never_despawn | 布尔值 | true | If true, this entity will not despawn even if players are far away. If false, distance_to_players will be used to determine when to despawn. |
radius | Positive Integer | 2 | The area around the entity to tick. Default: 2. Allowed range: 2-6. |
Adds a timer after which an event will fire.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
looping | 布尔值 | true | If true, the timer will restart every time after it fires. |
randomInterval | 布尔值 | true | If true, the amount of time on the timer will be random between the min and max values specified in time. |
random_time_choices | 列表 | [ ] | This is a list of objects, representing one value in seconds that can be picked before firing the event and an optional weight. Incompatible with time. |
time | 范围 [a, b] | [0.0, 0.0] | Amount of time in seconds for the timer. Can be specified as a number or a pair of numbers (min and max). Incompatible with random_time_choices. |
time_down_event | 字符串 | Event to fire when the time on the timer runs out. |
Defines this entity's ability to trade with players.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
convert_trades_economy | 布尔值 | false | Determines when the mob transforms, if the trades should be converted when the new mob has a economy_trade_table. When the trades are converted, the mob will generate a new trade list with their new trade table, but then it will try to convert any of the same trades over to have the same enchantments and user data. For example, if the original has a Emerald to Enchanted Iron Sword (Sharpness 1), and the new trade also has an Emerald for Enchanted Iron Sword, then the enchantment will be Sharpness 1. |
display_name | 字符串 | Name to be displayed while trading with this entity. | |
new_screen | 布尔值 | false | Used to determine if trading with entity opens the new trade screen. |
persist_trades | 布尔值 | false | Determines if the trades should persist when the mob transforms. This makes it so that the next time the mob is transformed to something with a trade_table or economy_trade_table, then it keeps their trades. |
table | 字符串 | File path relative to the behavior pack root for this entity's trades. |
Causes an entity to leave a trail of blocks as it moves about the world.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
block_type | 字符串 | air | The type of block you wish to be spawned by the entity as it move about the world. Solid blocks may not be spawned at an offset of (0,0,0). |
spawn_filter | Minecraft过滤器 | One or more conditions that must be met in order to cause the chosen block type to spawn. | |
spawn_offset | 向量 [a, b, c] | [0, 0, 0] | The distance from the entities current position to spawn the block. Capped at up to 16 blocks away. The X value is left/right(-/+), the Z value is backward/forward(-/+), the Y value is below/above(-/+). |
Defines an entity's transformation from the current definition into another
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
add | JSON对象 | List of components to add to the entity after the transformation
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begin_transform_sound | 字符串 | Sound to play when the transformation starts | |||||||||||||||||||||||||||||
delay | JSON对象 | Defines the properties of the delay for the transformation
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drop_equipment | 布尔值 | false | Cause the entity to drop all equipment upon transformation | ||||||||||||||||||||||||||||
drop_inventory | 布尔值 | false | Cause the entity to drop all items in inventory upon transformation | ||||||||||||||||||||||||||||
into | 字符串 | Entity Definition that this entity will transform into | |||||||||||||||||||||||||||||
keep_level | 布尔值 | false | If this entity has trades and has leveled up, it should maintain that level after transformation. | ||||||||||||||||||||||||||||
keep_owner | 布尔值 | false | If this entity is owned by another entity, it should remain owned after transformation. | ||||||||||||||||||||||||||||
preserve_equipment | 布尔值 | false | Cause the entity to keep equipment after going through transformation | ||||||||||||||||||||||||||||
transformation_sound | 字符串 | Sound to play when the entity is done transforming |
Defines the rules for a mob to trust players.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
probability | 小数 | 1.00 | The chance of the entity trusting with each item use between 0.0 and 1.0, where 1.0 is 100%. |
trust_event | 字符串 | Event to run when this entity becomes trusting. | |
trust_items | 列表 | The list of items that can be used to get the entity to trust players. |
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
drag_factor | 小数 | 0.8 | Drag factor to determine movement speed when in water. |
These properties are part of the Entity Definition as a whole and go before the Component or Component Groups. Make sure to place them before any Components, Component Groups or Events sections or they will be ignored.
Specifies the version of the game this entity was made in. If the version is lower than the current version, any changes made to the entity in the vanilla version will be applied to it.返回顶部
Example
{ "format_version": "1.8.0", "minecraft:entity": { "component_groups": { ... } ... } }
This section defines properties required to identify and construct the entity
Sets the name for this entity's description.
类型 | 默认值 | 描述 |
---|---|---|
字符串 | The identifier for this entity |
Sets whether or not this entity has a spawn egg in the creative ui.
类型 | 默认值 | 描述 |
---|---|---|
布尔值 | false | Set to determine if this entity has a spawn egg. |
Sets whether or not we can summon this entity using commands such as /summon.
类型 | 默认值 | 描述 |
---|---|---|
布尔值 | false | Flag to mark this entity as being summonable or not. |
Sets the name for the Vanilla Minecraft identifier this entity will use to build itself from.
类型 | 默认值 | 描述 |
---|---|---|
字符串 | The identifier for the class to construct this entity with |
Sets the mapping of internal animation references to actual animations. This is a JSON Object of name/animation pairs
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
animation | 字符串 | none | Actual animation to use |
name | 字符串 | none | Internal (to the entity) name of this animation entry |
Sets the mapping of internal animation controller references to actual animation controller. This is a JSON Array of name/animation-controller pairs
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
animation controller | 字符串 | none | Actual animation to use |
name | 字符串 | none | Internal (to the entity) name of this animation entry |
JSON名称 | ID |
---|---|
minecraft:behavior.admire_item | 1024844406 |
minecraft:behavior.barter | 536670686 |
minecraft:behavior.beg | 1346418048 |
minecraft:behavior.break_door | -1798237626 |
minecraft:behavior.breed | 51166360 |
minecraft:behavior.defend_trusted_target | 2070046390 |
minecraft:behavior.door_interact | -286762735 |
minecraft:behavior.dragondeath | -1541162059 |
minecraft:behavior.dragonholdingpattern | 1066617362 |
minecraft:behavior.dragonlanding | -152352492 |
minecraft:behavior.dragonscanning | -1003941066 |
minecraft:behavior.dragontakeoff | -1912535317 |
minecraft:behavior.drink_potion | 277029334 |
minecraft:behavior.eat_carried_item | -184757575 |
minecraft:behavior.enderman_leave_block | -717580550 |
minecraft:behavior.enderman_take_block | -537294220 |
minecraft:behavior.explore_outskirts | -1955198366 |
minecraft:behavior.find_cover | -1231227755 |
minecraft:behavior.find_mount | 731306871 |
minecraft:behavior.find_underwater_treasure | -1602192311 |
minecraft:behavior.flee_sun | -617664229 |
minecraft:behavior.float | 1758503000 |
minecraft:behavior.float_wander | -1122048364 |
minecraft:behavior.follow_caravan | 9936402 |
minecraft:behavior.follow_mob | -1524701626 |
minecraft:behavior.follow_owner | 1213259599 |
minecraft:behavior.follow_parent | 2127040136 |
minecraft:behavior.follow_target_captain | -135480526 |
minecraft:behavior.go_home | -1579225026 |
minecraft:behavior.hide | -1101331718 |
minecraft:behavior.hold_ground | 1804286487 |
minecraft:behavior.hurt_by_target | -1710404297 |
minecraft:behavior.inspect_bookshelf | 40191182 |
minecraft:behavior.knockback_roar | -1304117826 |
minecraft:behavior.lay_down | -2074934675 |
minecraft:behavior.lay_egg | -1207740530 |
minecraft:behavior.leap_at_target | 256926956 |
minecraft:behavior.look_at_entity | -1735428573 |
minecraft:behavior.look_at_player | -1892159379 |
minecraft:behavior.look_at_target | -885375871 |
minecraft:behavior.look_at_trading_player | -2094605693 |
minecraft:behavior.make_love | -1551283431 |
minecraft:behavior.mingle | 385775952 |
minecraft:behavior.mount_pathing | 1112137677 |
minecraft:behavior.move_through_village | 779377630 |
minecraft:behavior.move_to_block | -342788833 |
minecraft:behavior.move_to_land | -943551837 |
minecraft:behavior.move_to_lava | -945036492 |
minecraft:behavior.move_to_liquid | 635836098 |
minecraft:behavior.move_to_poi | -1614682114 |
minecraft:behavior.move_to_random_block | 395022171 |
minecraft:behavior.move_to_village | -805189394 |
minecraft:behavior.move_to_water | 1886139445 |
minecraft:behavior.move_towards_target | -166537884 |
minecraft:behavior.nap | 992184933 |
minecraft:behavior.nearest_attackable_target | 5824270165841165755 |
minecraft:behavior.nearest_prioritized_attackable_target | 335414683 |
minecraft:behavior.ocelot_sit_on_block | -1327999383 |
minecraft:behavior.offer_flower | -885387854 |
minecraft:behavior.open_door | -906200433 |
minecraft:behavior.owner_hurt_by_target | 530667419 |
minecraft:behavior.owner_hurt_target | 995655261 |
minecraft:behavior.panic | -169886247 |
minecraft:behavior.peek | 211304085 |
minecraft:behavior.pet_sleep_with_owner | 1379392240 |
minecraft:behavior.pickup_items | 644287189 |
minecraft:behavior.play | -505601580 |
minecraft:behavior.player_ride_tamed | 603869698 |
minecraft:behavior.raid_garden | -1145687602 |
minecraft:behavior.random_breach | 928528911 |
minecraft:behavior.random_fly | -446385505 |
minecraft:behavior.random_hover | -1797323808 |
minecraft:behavior.random_look_around | 1177762851 |
minecraft:behavior.random_look_around_and_sit | -1368070166 |
minecraft:behavior.random_sitting | 1722716662 |
minecraft:behavior.random_stroll | -1643504294 |
minecraft:behavior.random_swim | -1465281278 |
minecraft:behavior.receive_love | 1156694272 |
minecraft:behavior.restrict_open_door | 715583988 |
minecraft:behavior.restrict_sun | -382716017 |
minecraft:behavior.rise_to_liquid_level | -950950337 |
minecraft:behavior.roll | 817471653 |
minecraft:behavior.run_around_like_crazy | -1390363669 |
minecraft:behavior.scared | -1643945926 |
minecraft:behavior.send_event | -823429137 |
minecraft:behavior.share_items | 2045906118 |
minecraft:behavior.silverfish_merge_with_stone | 321908121 |
minecraft:behavior.silverfish_wake_up_friends | 484391748 |
minecraft:behavior.skeleton_horse_trap | 530952387 |
minecraft:behavior.sleep | -1811763 |
minecraft:behavior.slime_attack | -1315951081 |
minecraft:behavior.snacking | 875141064 |
minecraft:behavior.sneeze | 1528584076 |
minecraft:behavior.squid_dive | 1626998843 |
minecraft:behavior.squid_flee | 1304043261 |
minecraft:behavior.squid_idle | 1741234679 |
minecraft:behavior.squid_move_away_from_ground | 892387674 |
minecraft:behavior.squid_out_of_water | -1347598607 |
minecraft:behavior.stalk_and_pounce_on_target | -1248479202 |
minecraft:behavior.stay_while_sitting | 1346980478 |
minecraft:behavior.stomp_turtle_egg | 851839416 |
minecraft:behavior.stroll_towards_village | -1563831906 |
minecraft:behavior.summon_entity | -2005850647 |
minecraft:behavior.swell | -1473132493 |
minecraft:behavior.take_flower | 1218648257 |
minecraft:behavior.tempt | 422904556 |
minecraft:behavior.trade_interest | -574851053 |
minecraft:behavior.trade_with_player | -2048563493 |
minecraft:behavior.vex_copy_owner_target | -643459543 |
minecraft:behavior.vex_random_move | -1117822165 |
minecraft:behavior.wither_random_attack_pos_goal | -528895885 |
minecraft:behavior.wither_target_highest_damage | -1065562072 |
minecraft:behavior.work | -391600209 |
JSON名称 | ID |
---|---|
minecraft:attack | 1651346034 |
minecraft:spell_effects | 523264365 |
minecraft:strength | 648564399 |
JSON名称 | ID |
---|---|
-2078137563 | |
minecraft:addrider | -1014528905 |
minecraft:admire_item | -1838165406 |
minecraft:ageable | 1092934985 |
minecraft:angry | 725411499 |
minecraft:annotation.break_door | 2116838963 |
minecraft:annotation.open_door | 1004733768 |
minecraft:area_attack | 1169114880 |
minecraft:attack_cooldown | -1439360398 |
minecraft:barter | -1660828566 |
minecraft:block_climber | -505801518 |
minecraft:block_sensor | 1944169706 |
minecraft:boostable | -8316315 |
minecraft:boss | -1309638025 |
minecraft:break_blocks | -944056304 |
minecraft:breathable | -707187232 |
minecraft:breedable | -1616430100 |
minecraft:bribeable | -2125526908 |
minecraft:buoyant | -467213736 |
minecraft:burns_in_daylight | 1256874605 |
minecraft:celebrate_hunt | -789611239 |
minecraft:combat_regeneration | -315365016 |
minecraft:conditional_bandwidth_optimization | 1333085468 |
minecraft:custom_hit_test | 2035968892 |
minecraft:damage_over_time | -656420526 |
minecraft:damage_sensor | -82616534 |
minecraft:despawn | 1674909940 |
minecraft:drying_out_timer | 2113510784 |
minecraft:economy_trade_table | 1705466896 |
minecraft:entity_sensor | -406052184 |
minecraft:environment_sensor | 687748970 |
minecraft:equip_item | -1774220620 |
minecraft:equippable | -1164142226 |
minecraft:experience_reward | -1992597900 |
minecraft:explode | -1683058581 |
minecraft:flocking | 1967597361 |
minecraft:genetics | -82484670 |
minecraft:giveable | 1739199795 |
minecraft:group_size | -1997375941 |
minecraft:grows_crop | 43636353 |
minecraft:healable | -54247424 |
minecraft:home | 610829097 |
minecraft:hurt_on_condition | 163715083 |
minecraft:inside_block_notifier | -377593253 |
minecraft:insomnia | -300455606 |
minecraft:instant_despawn | -634288138 |
minecraft:interact | -1996861528 |
minecraft:inventory | 1941951218 |
minecraft:item_hopper | -447601772 |
minecraft:jump.dynamic | 945664737 |
minecraft:jump.static | 1064987526 |
minecraft:leashable | 893445039 |
minecraft:lookat | -1329707008 |
minecraft:managed_wandering_trader | 846609640 |
minecraft:mob_effect | 490430596 |
minecraft:movement.amphibious | -500784850 |
minecraft:movement.basic | 3354475 |
minecraft:movement.fly | -1487316136 |
minecraft:movement.generic | -1363369868 |
minecraft:movement.hover | 1743805051 |
minecraft:movement.jump | 1256268727 |
minecraft:movement.skip | -1828832272 |
minecraft:movement.sway | 2126249079 |
minecraft:nameable | -595398763 |
minecraft:navigation.climb | -1075360945 |
minecraft:navigation.float | -842998036 |
minecraft:navigation.fly | -1997823129 |
minecraft:navigation.generic | 1768002583 |
minecraft:navigation.hover | -769247640 |
minecraft:navigation.swim | 1908076634 |
minecraft:navigation.walk | 1909033775 |
minecraft:npc | 1140005505 |
minecraft:out_of_control | -639930856 |
minecraft:peek | -863721039 |
minecraft:persistent | 1435858387 |
minecraft:physics | 1021552959 |
minecraft:preferred_path | 1431188951 |
minecraft:projectile | 1922456869 |
minecraft:pushable | -1784639134 |
minecraft:raid_trigger | 2093209329 |
minecraft:rail_movement | -78235634 |
minecraft:rail_sensor | 1273161273 |
minecraft:ravager_blocked | -1417579541 |
minecraft:rideable | 1656173828 |
minecraft:scale_by_age | 64881972 |
minecraft:scheduler | -684492525 |
minecraft:shareables | 1301057082 |
minecraft:shooter | 184150118 |
minecraft:sittable | -1376274106 |
minecraft:spawn_entity | 1991964333 |
minecraft:tameable | 932870003 |
minecraft:tamemount | 1615660288 |
minecraft:target_nearby_sensor | 1309819882 |
minecraft:teleport | -1900891127 |
minecraft:tick_world | -381759296 |
minecraft:timer | 1862095863 |
minecraft:trade_table | 50480315 |
minecraft:trail | 1632590434 |
minecraft:transformation | -457894577 |
minecraft:trusting | 936499892 |
minecraft:water_movement | -128701925 |
JSON名称 | ID |
---|---|
animations | 1232311658 |
scripts | -76244517 |
JSON名称 | ID |
---|---|
minecraft:ambient_sound_interval | -1314051310 |
minecraft:can_climb | -550459594 |
minecraft:can_fly | 985724318 |
minecraft:can_power_jump | -763124853 |
minecraft:collision_box | -1277663508 |
minecraft:color | 1069623177 |
minecraft:color2 | 1429635777 |
minecraft:default_look_angle | -815556357 |
minecraft:equipment | 714661022 |
minecraft:fire_immune | -1071767182 |
minecraft:floats_in_liquid | 179778474 |
minecraft:flying_speed | -570508595 |
minecraft:friction_modifier | -714364556 |
minecraft:ground_offset | -1816881803 |
minecraft:input_ground_controlled | -646415617 |
minecraft:is_baby | 1853172763 |
minecraft:is_charged | 125340337 |
minecraft:is_chested | -817599379 |
minecraft:is_dyeable | 1381448355 |
minecraft:is_hidden_when_invisible | -1553744 |
minecraft:is_ignited | 905710223 |
minecraft:is_illager_captain | 921912694 |
minecraft:is_saddled | 1037901616 |
minecraft:is_shaking | 523951884 |
minecraft:is_sheared | 1154836813 |
minecraft:is_stackable | 1184456737 |
minecraft:is_stunned | 1818977510 |
minecraft:is_tamed | 1646421078 |
minecraft:item_controllable | 1868311069 |
minecraft:loot | 1775814032 |
minecraft:mark_variant | 663621689 |
minecraft:push_through | -138030768 |
minecraft:scale | 77854436 |
minecraft:skin_id | 1838729593 |
minecraft:sound_volume | 937951776 |
minecraft:type_family | -255011285 |
minecraft:variant | -1789583977 |
minecraft:walk_animation_speed | 972393614 |
minecraft:wants_jockey | 1832515141 |
JSON名称 | ID |
---|---|
minecraft:on_death | -49357854 |
minecraft:on_friendly_anger | -1009986313 |
minecraft:on_hurt | -1028603471 |
minecraft:on_hurt_by_player | -599009831 |
minecraft:on_ignite | -1911489054 |
minecraft:on_start_landing | -555648368 |
minecraft:on_start_takeoff | 426083399 |
minecraft:on_target_acquired | 1063277906 |
minecraft:on_target_escape | -1373130027 |
minecraft:on_wake_with_owner | -1543219003 |
Sets the entity's delay between playing its ambient sound.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event_name | 字符串 | ambient | Level sound event to be played as the ambient sound. |
range | 小数 | 16.000000 | Maximum time in seconds to randomly add to the ambient sound delay time. |
value | 小数 | 8.000000 | Minimum time in seconds before the entity plays its ambient sound again. |
Allows this entity to climb up ladders.返回顶部
Marks the entity as being able to fly, the pathfinder won't be restricted to paths where a solid block is required underneath it.返回顶部
Allows the entity to power jump like the horse does in vanilla.返回顶部
Sets the width and height of the Entity's collision box.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
height | 小数 | 1.0 | Height of the collision box in blocks. A negative value will be assumed to be 0. |
width | 小数 | 1.0 | Width and Depth of the collision box in blocks. A negative value will be assumed to be 0. |
Defines the entity's color. Only works on vanilla entities that have predefined color values (sheep, llama, shulker).
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 整数 | 0 | The Palette Color value of the entity. |
Defines the entity's second texture color. Only works on vanilla entities that have a second predefined color values (tropical fish).
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 整数 | 0 | The second Palette Color value of the entity. |
Sets this entity's default head rotation angle.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 小数 | 0.0f | Angle in degrees. |
Sets the Equipment table to use for this Entity.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
slot_drop_chance | 列表 | A list of slots with the chance to drop an equipped item from that slot. | |
table | 字符串 | The file path to the equipment table, relative to the behavior pack's root. |
Sets that this entity doesn't take damage from fire.返回顶部
Sets that this entity can float in liquid blocks.返回顶部
Speed in Blocks that this entity flies at.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 小数 | 0.02 | Flying speed in blocks per tick. |
Defines how much friction affects this entity.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 小数 | 1.0 | The higher the number, the more the friction affects this entity. A value of 1.0 means regular friction, while 2.0 means twice as much. |
Sets the offset from the ground that the entity is actually at.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 小数 | 0.0 | The value of the entity's offset from the terrain, in blocks. |
When configured as a rideable entity, the entity will be controlled using WASD controls.返回顶部
Sets that this entity is a baby.返回顶部
Sets that this entity is charged.返回顶部
Sets that this entity is currently carrying a chest.返回顶部
Allows dyes to be used on this entity to change its color.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
interact_text | 字符串 | The text that will display when interacting with this entity with a dye when playing with Touch-screen controls. |
Sets that this entity can hide from hostile mobs while invisible.返回顶部
Sets that this entity is currently on fire.返回顶部
Sets that this entity is an illager captain.返回顶部
Sets that this entity is currently saddled.返回顶部
Sets that this entity is currently shaking.返回顶部
Sets that this entity is currently sheared.返回顶部
Sets that this entity can be stacked.返回顶部
Sets that this entity is currently stunned.返回顶部
Sets that this entity is currently tamed.返回顶部
Defines what items can be used to control this entity while ridden.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
control_items | 列表 | List of items that can be used to control this entity. |
Sets the loot table for what items this entity drops upon death.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
table | 字符串 | The path to the loot table, relative to the Behavior Pack's root. |
Additional variant value. Can be used to further differentiate variants.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 整数 | 0 | The ID of the variant. By convention, 0 is the ID of the base entity. |
Sets the distance through which the entity can push through.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 小数 | 0.0 | The value of the entity's push-through, in blocks. |
Sets the entity's visual size.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 小数 | 1.0 | The value of the scale. 1.0 means the entity will appear at the scale they are defined in their model. Higher numbers make the entity bigger. |
Skin ID value. Can be used to differentiate skins, such as base skins for villagers.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 整数 | 0 | The ID of the skin. By convention, 0 is the ID of the base skin. |
Sets the entity's base volume for sound effects.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 小数 | 1.0 | The value of the volume the entity uses for sound effects. |
Defines the families this entity belongs to.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
family | 列表 | List of family names. |
Used to differentiate the component group of a variant of an entity from others. (e.g. ocelot, villager)
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 整数 | 0 | The ID of the variant. By convention, 0 is the ID of the base entity. |
Sets the speed multiplier for this entity's walk animation speed.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
value | 小数 | 1.0 | The higher the number, the faster the animation for walking plays. A value of 1.0 means normal speed, while 2.0 means twice as fast. |
Sets that this entity wants to become a jockey.返回顶部
Only usable by the Ender Dragon. Adds a trigger to call on this entity's death.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event | 字符串 | The event to run when the conditions for this trigger are met. | |
filters | Minecraft过滤器 | The list of conditions for this trigger to execute. | |
target | 字符串 | self | The target of the event. |
Adds a trigger that will run when a nearby entity of the same type as this entity becomes Angry.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event | 字符串 | The event to run when the conditions for this trigger are met. | |
filters | Minecraft过滤器 | The list of conditions for this trigger to execute. | |
target | 字符串 | self | The target of the event. |
Adds a trigger to call when this entity takes damage.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event | 字符串 | The event to run when the conditions for this trigger are met. | |
filters | Minecraft过滤器 | The list of conditions for this trigger to execute. | |
target | 字符串 | self | The target of the event. |
Adds a trigger to call when this entity is attacked by the player.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event | 字符串 | The event to run when the conditions for this trigger are met. | |
filters | Minecraft过滤器 | The list of conditions for this trigger to execute. | |
target | 字符串 | self | The target of the event. |
Adds a trigger to call when this entity is set on fire.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event | 字符串 | The event to run when the conditions for this trigger are met. | |
filters | Minecraft过滤器 | The list of conditions for this trigger to execute. | |
target | 字符串 | self | The target of the event. |
Only usable by the Ender Dragon. Adds a trigger to call when this entity lands.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event | 字符串 | The event to run when the conditions for this trigger are met. | |
filters | Minecraft过滤器 | The list of conditions for this trigger to execute. | |
target | 字符串 | self | The target of the event. |
Only usable by the Ender Dragon. Adds a trigger to call when this entity starts flying.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event | 字符串 | The event to run when the conditions for this trigger are met. | |
filters | Minecraft过滤器 | The list of conditions for this trigger to execute. | |
target | 字符串 | self | The target of the event. |
Adds a trigger to call when this entity finds a target.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event | 字符串 | The event to run when the conditions for this trigger are met. | |
filters | Minecraft过滤器 | The list of conditions for this trigger to execute. | |
target | 字符串 | self | The target of the event. |
Adds a trigger to call when this entity loses the target it currently has.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event | 字符串 | The event to run when the conditions for this trigger are met. | |
filters | Minecraft过滤器 | The list of conditions for this trigger to execute. | |
target | 字符串 | self | The target of the event. |
Adds a trigger to call when this pet's owner awakes after sleeping with the pet.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
event | 字符串 | The event to run when the conditions for this trigger are met. | |
filters | Minecraft过滤器 | The list of conditions for this trigger to execute. | |
target | 字符串 | self | The target of the event. |