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[1.15.4] Entity Tags
Insane96 edited this page Nov 11, 2023
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1 revision
All the following NBT Tags are stored in the ForgeData
tag with the "enhancedai" prefix.
E.g. for a miner zombie the nbt would look like {ForgeData:{"enhancedai:miner": 1b}, Attributes: ...}
.
- Zombies are always given the Fishing and Pearling AI, they will use it only if they have a fishing rod or an Ender Pearl equipped.
- Changing these values when the mob is already in the world (e.g. via /data command) will have no effect as the AIs are applied when they the mobs are created/loaded.
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speed_multiplier_when_aggroed
: The multiplier to the movement speed of the animal when it's attacking
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time_between_fireballs
: How many ticks pass between shooting fireballs. Vanilla is 6 -
fireballs_shot
: How many fireballs blazes shoot. Vanilla is 3 -
recharge_time
: Time (in ticks) taken by the blaze to recharge (before setting himself on fire). Vanilla is 100 -
charge_time
: Time (in ticks) taken by the blaze to charge (while on fire before shooting fireballs). Vanilla is 60 -
fireballs_per_shot
: How many fireballs are shot per shot. Vanilla is 1 -
inaccuracy
: The higher the more spread up shots will be. Setting both to -1 will use the vanilla behaviour which is based off the distance from the target (more distance = more inaccuracy)
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walking_fuse
: If true creeper will keep walking while exploding instead of standing still -
ignore_walls
: If true creeper will ignore walls and blow up even if they can't see the target -
breach
: If true creeper will try to open an hole in the wall to let mobs in -
launch
: If true creeper will try ignite and throw themselves at the player -
cena
: If true Creeper Cena
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attack_cooldown
: How many ticks pass between shooting fireballs. Vanilla is 40 -
fireballs_shot
: How many fireballs ghast shoot in rapid succession. Vanilla is 1 -
shoot_when_not_seen
: If true the Ghast can't see the target, he will shoot 4 times as fast to breach
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avoid_target
: If true skeleton will avoid the target by fleeing-
attack_when_avoiding
: If true skeleton will still attack the target while fleeing -
flee_distance_far
: Distance from the target that will make the skeleton run away -
flee_distance_near
: Distance from a player that counts as near and will make the skeleton run away faster -
flee_speed_far
: Speed multiplier when the skeleton avoids the target and it's farther than 'flee_distance_far' blocks from him -
flee_speed_near
: Speed multiplier when the skeleton avoids the target and it's within 'flee_distance_near' blocks from him
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shooting_range
: How many blocks away is the skeleton able to shoot the target. Vanilla is 16 -
strafe
: If true, skeletons will strafe like vanilla.
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web_thrower
: If true, spider's able to shoot cobwebs to the target
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dark_arts
: If true, witch's able to perform dark arts and summon a new witch from a villager -
attack_speed
: How many ticks will the witch take to throw another potion -
attack_range
: How many blocks away is the witch is able to throw potions at the target -
lingering_chance
: Chance (0~1) for the potions thrown by the Witch to be lingering -
another_throw_chance
: Chance (0~1) for the Witch to throw another random potion right after she threw one -
avoid_target
: If true witch will avoid the target by fleeing-
attack_when_avoiding
: If true witch will still attack the target while fleeing -
flee_distance_far
: Distance from the target that will make the witch run away -
flee_distance_near
: Distance from a player that counts as near and will make the witch run away faster -
flee_speed_far
: Speed multiplier when the witch avoids the target and it's farther than 'flee_distance_far' blocks from him -
flee_speed_near
: Speed multiplier when the witch avoids the target and it's within 'flee_distance_near' blocks from him
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miner
: If true, zombie's able to mine-
tool_only
: If true, miner zombie will mine only if they have any tool in the off-hand -
proper_tool_only
: If true, miner zombie will mine only if their off-hand tool can mine targeted blocks (e.g. zombies with shovels will not mine stone). Blocks that require no tool (e.g. planks) will be minable regardless of proper tool or not
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