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minecraft:breedable

文档版本:1.21.0.24

Defines the way an entity can get into the 'love' state.

架构

minecraft:breedable:
{
  boolean "allow_sitting" : opt
  boolean "blend_attributes" : opt
  number "blend_cooldown" : opt
  array "breeds_with" : opt
  {
    object "<any array element>" : opt
    {
      string "baby_type" : opt
      definition_trigger_no_condition "breed_event"
      string "mate_type" : opt
    }
  }
  boolean "causes_pregnancy" : opt
  object "deny_parents_variant" : opt
  {
    number "chance" : opt
    integer "max_variant" : opt
    integer "min_variant" : opt
  }
  array "environment_requirements" : opt
  {
    object "<any array element>" : opt
    {
      block_descriptor "blocks"
      integer "count" : opt
      integer "radius" : opt
    }
  }
  number "extra_baby_chance" : opt
  boolean "inherit_tamed" : opt
  entity_filters "love_filters"
  object "mutation_factor" : opt
  {
    number "color" : opt
    number "extra_variant" : opt
    number "variant" : opt
  }
  string "mutation_strategy" : opt
  array "parent_centric_attribute_blending" : opt
  {
    string "<any array element>" : opt
  }
  array "random_extra_variant_mutation_interval" : opt
  {
    integer "<any array element>" : opt
  }
  array "random_variant_mutation_interval" : opt
  {
    integer "<any array element>" : opt
  }
  boolean "require_full_health" : opt
  boolean "require_tame" : opt
  item_descriptor "transform_to_item"
}
allow_sittingboolean
If true, entities can breed while sitting.
blend_attributesboolean
If true, the entities will blend their attributes in the offspring after they breed.
blend_cooldownnumber
Time in seconds before the Entity can breed again.
breeds_witharray
The list of entity definitions that this entity can breed with.
breeds_with
<any array element>object
<any array element>
baby_typestring
The entity definition of this entity's babies.
breed_eventdefinition_trigger_no_condition
Event to run when this entity breeds.
definition_trigger_no_condition:
string
definition_trigger_no_condition:
{
  string "event" : opt
  string "target" : opt
}
eventstring
targetstring
mate_typestring
The entity definition of this entity's mate.
causes_pregnancyboolean
If true, the entity will become pregnant instead of spawning a baby.
deny_parents_variantobject
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.
deny_parents_variant
chancenumber
The percentage chance of denying the parents' variant.
max_variantinteger
The inclusive maximum of the variant range.
min_variantinteger
The inclusive minimum of the variant range.
environment_requirementsarray
The list of nearby block requirements to get the entity into the 'love' state.
environment_requirements
<any array element>object
<any array element>
blocksblock_descriptor
The block types required nearby for the entity to breed.
block_descriptor:
{
  string "name" : opt
  object "states" : opt
  {
    string "<any object property>" : opt
    integer "<any object property>" : opt
  }
  expression_node_string "tags"
}
namestring
statesobject
states
<any object property>string
<any object property>integer
tagsexpression_node_string
expression_node_string:
string
block_descriptor:
string
countinteger
The number of the required block types nearby for the entity to breed.
radiusinteger
How many blocks radius from the mob's center to search in for the required blocks. Bounded between 0 and 16.
extra_baby_chancenumber
Chance that up to 16 babies will spawn between 0.0 and 1.0, where 1.0 is 100%.
inherit_tamedboolean
If true, the babies will be automatically tamed if its parents are.
love_filtersentity_filters
The filters to run when attempting to fall in love.
entity_filters:
{
  sub_filter "any_of"
  sub_filter "all_of"
  sub_filter "none_of"
}
any_ofsub_filter
sub_filter:
{
  string "test" : opt
  string "subject" : opt
  string "operator" : opt
  string "value" : opt
}
teststring
subjectstring
operatorstring
valuestring
sub_filter:
array
{
  object "<any array element>" : opt
  {
    string "test" : opt
    string "subject" : opt
    string "operator" : opt
    string "value" : opt
  }
}
<any array element>object
<any array element>
teststring
subjectstring
operatorstring
valuestring
all_ofsub_filter
none_ofsub_filter
mutation_factorobject
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.
mutation_factor
colornumber
The percentage chance of a mutation on the entity's color.
extra_variantnumber
The percentage chance of a mutation on the entity's extra variant type.
variantnumber
The percentage chance of a mutation on the entity's variant type.
mutation_strategystring
Strategy used for mutating variants and extra variants for offspring. Current valid alternatives are 'random' and 'none'.
parent_centric_attribute_blendingarray
[EXPERIMENTAL] List of attributes that should benefit from parent centric attribute blending. For example, horses blend their health, movement, and jump_strength in their offspring.
parent_centric_attribute_blending
<any array element>string
random_extra_variant_mutation_intervalarray
Range used to determine random extra variant.
random_extra_variant_mutation_interval
<any array element>integer
random_variant_mutation_intervalarray
Range used to determine random variant.
random_variant_mutation_interval
<any array element>integer
require_full_healthboolean
If true, the entity needs to be at full health before it can breed.
require_tameboolean
If true, the entities need to be tamed first before they can breed.
transform_to_itemitem_descriptor
The breed item used will transform to this item upon successful interaction. Format: itemName:auxValue
item_descriptor:
string
item_descriptor:
{
  string "<any object property>" : opt
}
<any object property>string