Stomp Attack¶
文档版本:1.21.50.25
Allows the mob to use the polar bear's melee attack.
架构¶
stomp_attack:
{
priority "priority"
speed_multiplier "speed_multiplier"
boolean "attack_once" : opt
string "attack_types" : opt
boolean "can_spread_on_fire" : opt
number "cooldown_time" : opt
number "inner_boundary_time_increase" : opt
number "max_dist" : opt
number "max_path_time" : opt
number "melee_fov" : opt
number "min_path_time" : opt
number "no_damage_range_multiplier" : opt
trigger "on_attack"
number "outer_boundary_time_increase" : opt
number "path_fail_time_increase" : opt
number "path_inner_boundary" : opt
number "path_outer_boundary" : opt
integer "random_stop_interval" : opt
number "reach_multiplier" : opt
boolean "require_complete_path" : opt
boolean "set_persistent" : opt
number "stomp_range_multiplier" : opt
number "target_dist" : opt
boolean "track_target" : opt
number "x_max_rotation" : opt
number "y_max_head_rotation" : opt
}
priority
:priority
speed_multiplier
:speed_multiplier
attack_once
:boolean- Allows the entity to use this attack behavior, only once EVER.
attack_types
:string- Defines the entity types this entity will attack.
can_spread_on_fire
:boolean- If the entity is on fire, this allows the entity's target to catch on fire after being hi
cooldown_time
:number- Cooldown time (in seconds) between attacks.
inner_boundary_time_increase
:number- Time (in seconds) to add to attack path recalculation when the target is beyond the "path_inner_boundary".
max_dist
:number- Unused. No effect on "minecraft:behavior.melee_attack".
max_path_time
:number- Maximum base time (in seconds) to recalculate new attack path to target (before increases applied).
melee_fov
:number- Field of view (in degrees) when using the sensing component to detect an attack target.
min_path_time
:number- Minimum base time (in seconds) to recalculate new attack path to target (before increases applied).
no_damage_range_multiplier
:number- Multiplied with the final AoE damage range to determine a no damage range. The stomp attack will go on cooldown if target is in this no damage range.
on_attack
:trigger- Defines the event to trigger when this entity successfully attacks.
event
:string- The event to run when the conditions for this trigger are met.
filters
:filters- 一个过滤器组。The list of conditions for this trigger to execute.
target
:subject- The target of the event.
trigger:
array
{
object "<any array element>" : opt
{
string "event" : opt
filters "filters"
subject "target"
}
}
<any array element>
:object
<any array element>
outer_boundary_time_increase
:number- Time (in seconds) to add to attack path recalculation when the target is beyond the "path_outer_boundary".
path_fail_time_increase
:number- Time (in seconds) to add to attack path recalculation when this entity cannot move along the current path.
path_inner_boundary
:number- Distance at which to increase attack path recalculation by "inner_boundary_tick_increase".
path_outer_boundary
:number- Distance at which to increase attack path recalculation by "outer_boundary_tick_increase".
random_stop_interval
:integer- This entity will have a 1 in N chance to stop it's current attack, where N = "random_stop_interval".
reach_multiplier
:number- Used with the base size of the entity to determine minimum target-distance before trying to deal attack damage.
require_complete_path
:boolean- Toggles (on/off) the need to have a full path from the entity to the target when using this melee attack behavior.
set_persistent
:boolean- Allows the actor to be set to persist upon targeting a player.
stomp_range_multiplier
:number- Multiplied with the base size of the entity to determine stomp AoE damage range.
target_dist
:number- Unused. No effect on "minecraft:behavior.melee_attack".
track_target
:boolean- Allows the entity to track the attack target, even if the entity has no sensing.
x_max_rotation
:number- Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.
y_max_head_rotation
:number- Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.