Minecraft:fend_village_target compels the entity to stay in a village and defend the village from aggressors. Minecraft:fend_trusted_target compels an entity to react with an event when a trusted target is attacked. Minecraft:behavior.croak compels the entity to croak at a random time interval with configurable conditions. On every tick, the entity will attempt to rotate towards where the player is facing with the control item whilst simultaneously moving forward. Minecraft:ntrolled_by_player compels the entity to be controlled by the player using an item in the item_controllable property. Minecraft:behavior.circle_around_anchor causes an entity to circle around an anchor point placed near a point or target. Minecraft:behavior.charge_held_item compels an entity to charge and use their held item. Minecraft:behavior.charge_attack compels this entity to damage a target by using a running attack. Minecraft:behavior.celebrate_survive compels this entity to celebrate surviving a raid by shooting fireworks. Minecraft:behavior.celebrate compels this entity to celebrate by making celebration sounds and jumping. Minecraft:behavior.breed inspires an entity to breed with other entities that have been assigned. Minecraft:behavior.break_door compels an entity to break down doors. Minecraft:behavior.beg compels an entity to react by tilting its head when a player is holding select items nearby. Minecraft:behavior.barter compels an entity to drop an item in return after a player offers a trade by dropping a specific item near the entity. Minecraft:behavior.avoid_mob_type compels the entity to run away from other entities that meet the criteria specified. Minecraft:behavior.avoid_block compels an entity to avoid certain blocks. Minecraft:behavior.admire_item compels an entity to admire an object they are holding. Below is a list of all the available AI Goal Components within Minecraft: Bedrock Edition for use with Entity JSON files.
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