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Minecraft:Entity format/Mob: Difference between revisions

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Sync: updated from Minecraft
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Sync: updated from Minecraft
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**{{nbt|float|AbsorptionAmount}}: The amount of extra health added by the Absorption effect.
**{{nbt|float|AbsorptionAmount}}: The amount of extra health added by the Absorption effect.
** {{nbt|list|active_effects}}: The list of status effects on this mob. May not exist.
** {{nbt|list|active_effects}}: The list of status effects on this mob. May not exist.
*** {{nbt|compound}} Each item is a [[Minecraft:status effect]]
*** {{nbt|compound}} Each item is a [[Minecraft:status effect]].
**** {{nbt|bool|ambient}}: {{nbt boolean}} - if <code>true</code>, this effect is provided by a Beacon and therefore should be less intrusive on screen.
****{{nbt|bool|ambient}}: {{nbt boolean}}. Whether or not any particles created should be translucent as opposed to opaque. If absent, particles are spawned opaque.
****{{nbt|byte|amplifier}}: The status effect level. <code>0</code> is level 1.
****{{nbt|byte|amplifier}}: Represents the effect level minus 1; that is, <code>0b</code> corresponds to level 1. If absent, the effect is level 1.
****{{nbt|int|duration}}: The number of [[Minecraft:game tick]]s before the effect wears off. <code>-1</code> means infinite duration.
****{{nbt|int|duration}}: The number of [[Minecraft:game tick]]s before the effect wears off. <code>-1</code> means infinite duration.
****{{nbt|compound|hidden_effect}}: Lower amplifier effect of the same type, this replaces the above effect when it expires. (The duration of the effect still decreases in here too)
****{{nbt|compound|hidden_effect}}: An inactive, lower-amplifier effect of the same type. When the enclosing effect wears off, this replaces it. (The <code>duration</code> field of a hidden effect still decreases every tick if greater than <code>0</code>. To avoid redundancy, the <code>id</code> field is not stored.)
****{{nbt|string|id}}: The [[Minecraft:Status effect#Effect list|effect name]].
****{{nbt|string|id}}: The [[Minecraft:Status effect#Effect list|effect name]].
****{{nbt|bool|show_icon}}: {{nbt boolean}} - if <code>true</code>, effect icon is shown; if <code>false</code>, no icon is shown.
****{{nbt|bool|show_icon}}: {{nbt boolean}}. Whether or not an icon is displayed in the top-right corner of the affected player's screen. Defaults to <code>true</code> if not specified.
****{{nbt|bool|show_particles}}: {{nbt boolean}} - if <code>true</code>, particles are shown (affected by <code>ambient</code>); if <code>false</code>, no particles are shown.
****{{nbt|bool|show_particles}}: {{nbt boolean}}. Whether or not particles are created. If not specified, particles are created.
**{{nbt|list|attributes}}:{{Anchor|Attributes}} A list of [[Minecraft:Attribute]]s for this mob. These are used for many purposes in internal calculations, and can be considered a mob's "statistics". Valid attributes for a given mob are listed in the [[Minecraft:Attribute|main article]].
**{{nbt|list|attributes}}:{{Anchor|Attributes}} A list of [[Minecraft:attribute]]s for this mob. These are used for many purposes in internal calculations, and can be considered a mob's "statistics". Valid attributes for a given mob are listed in the [[Minecraft:Attribute|main article]].
*** {{nbt|compound}} An individual attribute.
*** {{nbt|compound}} An individual attribute.
****{{nbt|string|id}}: The name of this attribute.
****{{nbt|string|id}}: The name of this attribute.
****{{nbt|double|base}}: The base value of this attribute.
****{{nbt|double|base}}: The base value of this attribute.
****{{nbt|list|modifiers}}:{{Anchor|Modifiers}} A list of [[Minecraft:Attribute#Modifiers|Modifiers]] acting on this attribute. Modifiers alter the base value in internal calculations, without changing the original copy. Note that a modifier never modifies base to be higher than its maximum or lower than its minimum for a given attribute.
****{{nbt|list|modifiers}}:{{Anchor|Modifiers}} A list of [[Minecraft:Attribute#Modifiers|modifiers]] acting on this attribute. Modifiers alter the base value in internal calculations, without changing the original copy. Note that a modifier never modifies base to be higher than its maximum or lower than its minimum for a given attribute.
*****{{nbt|compound}} An individual modifier.
*****{{nbt|compound}} An individual modifier.
******{{nbt|double|amount}}: The amount by which this modifier modifies the base value in calculations.
******{{nbt|double|amount}}: The amount by which this modifier modifies the base value in calculations.
******{{nbt|string|id}}: A [[Minecraft:Resource location]] unique to this modifier. Used to identify the modifier so that the correct modifier can be added or removed.
******{{nbt|string|id}}: A [[Minecraft:resource location]] unique to this modifier. Used to identify the modifier so that the correct modifier can be added or removed.
******{{nbt|string|operation}}: {{cd|add_value|add_multiplied_base|add_multiplied_total|d=,}}. Defines the operation this modifier executes on the attribute's base value.
******{{nbt|string|operation}}: {{cd|add_value|add_multiplied_base|add_multiplied_total|d=,}}. Defines the operation this modifier executes on the attribute's base value.
*******<code>add_value</code>: Increment <code>X</code><code>Amount</code>.
*******<code>add_value</code>: Increment <code>X</code><code>amount</code>.
*******<code>add_multiplied_base</code>: <code>Y</code><code>X * Amount</code>.
*******<code>add_multiplied_base</code>: <code>Y</code><code>X * amount</code>.
*******<code>add_multiplied_total</code>: Set <code>Y = Y * (1 + Amount)</code> (equivalent to Increment <code>Y</code><code>Y * Amount</code>).
*******<code>add_multiplied_total</code>: Set <code>Y = Y * (1 + amount)</code> (equivalent to Increment <code>Y</code><code>Y * amount</code>).
***** The specified modifiers are applied to the attribute, probably whenever the attribute is modified.{{info needed}} To compute the effective value of the attribute, the game:
***** The specified modifiers are applied to the attribute, probably whenever the attribute is modified.{{info needed}} To compute the effective value of the attribute, the game:
*****# Sets <code>X = Base</code>.
*****# Sets <code>X = Base</code>.
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**{{nbt inherit/DeathLootable|indent=**}}
**{{nbt inherit/DeathLootable|indent=**}}
**{{nbt|short|DeathTime}}: Number of ticks the mob has been dead for. Controls death animations. 0 when alive.
**{{nbt|short|DeathTime}}: Number of ticks the mob has been dead for. Controls death animations. 0 when alive.
**{{nbt|compound|drop_chances}}: A map between equipment slot type and chance value. Each entry specifies the chance that the item in that slot is dropped when the mob dies. If not specified or removed, chance is assumed as default (0.085f). A chance value between 0.0f and 1.0f applies a [[Minecraft:Drops#Equipped_items|random]] damage value if dropped and it's only drops if the mob is killed by a player or a tamed wolf. For values higher than 1.0f, the item damage is preserved and it's always dropped. Equipment picked up by mobs is set to 2.0f. Each entry is also used to calculate the chance the item in dropped when swap for a more preferred one<ref>{{bug|MC-279832|resolution=WAI}}</ref>, but not directly. If the value is 0.0f or less, the drop chance is 0%, if the value is greater than 0.0f, the drop chance is the value +10% and the item damage is preserved.   
**{{nbt|compound|drop_chances}}: A map between equipment slot type and chance value. Each entry specifies the chance that the item in that slot is dropped when the mob dies. If not specified or removed, the chance defaults to <code>0.085f</code>. A value in the range (<code>0f</code>, <code>1f</code>] applies a [[Minecraft:Drops#Equipped_items|random]] damage value to the dropped item, and the item is only dropped if the mob is killed by a player or tamed wolf. For values greater than <code>1f</code>, the item's damage value is preserved when it is dropped, and it drops regardless of what killed the mob. When a mob picks up equipment, the corresponding <code>drop_chances</code> value is set to <code>2f</code>. Each entry is also used to calculate the chance that the item is dropped when swapped for a more preferred one,<ref>{{bug|MC-279832|resolution=WAI}}</ref> but not directly. If the value is <code>0f</code> or less, the drop chance is 0%, but if it is greater than <code>0f</code>, the drop chance is the value +10% and the item damage is preserved.   
***{{nbt|float|head}} : Chance value for the head item to drop.
***{{nbt|float|head}} : Chance value for the head item to drop.
***{{nbt|float|chest}} : Chance value for the chest item to drop.
***{{nbt|float|chest}} : Chance value for the chest item to drop.
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***{{nbt|compound|saddle}}: The item being held in the mob's saddle slot.
***{{nbt|compound|saddle}}: The item being held in the mob's saddle slot.
****{{nbt inherit/itemnoslot|indent=****}}
****{{nbt inherit/itemnoslot|indent=****}}
**{{nbt|byte|FallFlying}}: Setting to 1 for non-player entities causes the entity to glide as long as they are wearing elytra in the chest slot. Can be used to detect when the player is gliding without using scoreboard statistics.
**{{nbt|byte|FallFlying}}: Whether or not the mob is gliding through the air. Each tick, this value is set to <code>0b</code> unless the mob is airborne and wearing an item with the <code>[[Minecraft:Data_component_format#glider|minecraft:gilder]]</code> component. As mobs (excluding players) do not know how to activate such items, this value is always <code>0b</code> for them unless changed via commands.
**{{nbt|float|Health}}: The mob's health.
**{{nbt|float|Health}}: The mob's health.
**{{nbt|int-array|home_pos}}: The mob's "home" position. Mobs will limit their pathfinding to stay within the indicated area. Some mobs, like bats, slimes, magma cubes, phantoms and ender dragons may ignore it. Interacting with leashes or riding may change the home position of the mob. For [[Minecraft:creaking]]s, this is the position of their [[Minecraft:creaking heart]].
**{{nbt|int-array|home_pos}}: The mob's "home" position. Mobs will limit their pathfinding to stay within the indicated area. Some mobs, like bats, slimes, magma cubes, phantoms and ender dragons may ignore it. Interacting with leashes or riding may change the home position of the mob. For [[Minecraft:creaking]]s, this is the position of their [[Minecraft:creaking heart]].

Revision as of 11:05, 24 August 2026

Minecraft:fr:Format de chunk/Créature Minecraft:ja:Chunkフォーマット/Mob Minecraft:ko:청크 형식/몹 Minecraft:pt:Formato de chunk/Criatura Minecraft:ru:Формат чанка/Моб Minecraft:th:Chunk format/Mob Minecraft:uk:Формат чанку/Моб