Explode¶
文档版本:1.21.50.25
Defines how the entity explodes.
架构¶
explode:
{
boolean "allow_underwater" : opt
boolean "breaks_blocks" : opt
boolean "causes_fire" : opt
number "damage_scaling" : opt
boolean "destroy_affected_by_griefing" : opt
boolean "fire_affected_by_griefing" : opt
array "fuse_length" : opt
{
number "0..0" : opt
number "1..1" : opt
}
number "fuse_length" : opt
boolean "fuse_lit" : opt
number "knockback_scaling" : opt
number "max_resistance" : opt
boolean "negates_fall_damage" : opt
string "particle_effect" : opt
number "power" : opt
string "sound_effect" : opt
boolean "toggles_blocks" : opt
}
allow_underwater
:boolean- If true, the explosion will affect blocks and entities under water.
breaks_blocks
:boolean- If true, the explosion will destroy blocks in the explosion radius.
causes_fire
:boolean- If true, blocks in the explosion radius will be set on fire.
damage_scaling
:number- A scale factor applied to the explosion's damage to entities. A value of 0 prevents the explosion from dealing any damage. Negative values cause the explosion to heal entities instead.
destroy_affected_by_griefing
:boolean- If true, whether the explosion breaks blocks is affected by the mob griefing game rule.
fire_affected_by_griefing
:boolean- If true, whether the explosion causes fire is affected by the mob griefing game rule.
fuse_length
:array- 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_length
0..0
:number
1..1
:number
fuse_length
:number- 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
:boolean- If true, the fuse is already lit when this component is added to the entity.
knockback_scaling
:number- A scale factor applied to the knockback force caused by the explosion.
max_resistance
:number- A blocks explosion resistance will be capped at this value when an explosion occurs.
negates_fall_damage
:boolean- Defines whether the explosion should apply fall damage negation to Players above the point of collision.
particle_effect
:string- The name of the particle effect to use.
power
:number- The radius of the explosion in blocks and the amount of damage the explosion deals.
sound_effect
:string- The name of the sound effect played when the explosion triggers.
toggles_blocks
:boolean- If true, the explosion will toggle blocks in the explosion radius.