forked from Kage0x3B/KageCore
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathTemplateStructureEntity.txt
More file actions
124 lines (104 loc) · 4.87 KB
/
Copy pathTemplateStructureEntity.txt
File metadata and controls
124 lines (104 loc) · 4.87 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
#This one can get big...
#First, there are some values which can be set for every entity:
entityTypeID: Villager #The type ID, the same as in the summon command
nbt: #JSON NBT Tags, can be left empty as everything else
customName: &5Test Entity #A custom name. Use '$' for colors
fireTicks: 0 #The time in ticks (1/20th of a second), the entity is on fire. Can be used to make entities burn when spawned
glowing: false #If the entity glows (the glow stays until it is changed by other things like potions)
gravity: true #If the entity is affected by gravity
invulnerable: false #If it is invulnerable
silent: false #If the entity gives off noises
#Values for living entities:
ai: true #If the mob has AI which allows it do move, look around, ..
canPickupItems: true
collidable: true #If it collides with other entities and players
health: 23492 #Sets the health and max health to this value
removeWhenFarAway: true #If the entity despawns
attributes: #This can be used to change atrributes like the speed or damage of an entity
generic_movement_speed: #The name of an attribute. Look at org.bukkit.attribute.Attribute
baseValue: 2.0 #The base value
modifiers: #Modifiers which change the base value
testModifier:
operation: add_number #Operation names from org.bukkit.attribute.AttributeModifier$Operation
amount: 4.0
potionEffects:
speed: #Names from org.bukkit.potion.PotionEffectType. The values are the same as in the effect command
duration: 1
amplifier: 1
ambient: false
particles: true
color: red #There is the possibility of setting a color for an effect in the code.. Don't know how that works but I included it :D
equipment:
mainHand: apple #The name of the item used here is requested from the ItemStackFactory so you can use names of templates or
#standard minecraft item names like "apple" (a template name is the name of the template file without the extension)
mainHandDropChance: 0.0 #There is always a field for setting the drop chance of a part but I don't include it after this.
#The drop chance fields are all name "PARTNAME + DropChance" (for example bootsDropChance, leggingsDropChance)
offHand: epicSwordTemplate
helmet: diamond_helmet
chestplate: diamond_chestplate
leggings: diamond_leggings
boots: diamond_boots
#Values for ageable entities (All entities which have a baby variant besides Zombies, they've got their own fields for this):
age: 0 #Can be a number or "baby" or "adult"
ageLock: false #If the entity doesn't age
breed: true #If the entity can breed
#And then there are some values, you can set, which are specific to an entity
#Creeper
powered: false #If the creeper is powered (stronger after being hit by lighting)
#Enderman
carriedMaterial: grass #The block which the enderman is currently carrying
#You can use data values with a ':' between the material name/id and the data values "wool:4"
#Guardian
elderGuardian: false #If the guardian is an elder guardian
#Horse
horseVariant: horse #The variant (Look at org.bukkit.entity.Horse$Variant)
horseColor: white #The variant (Look at org.bukkit.entity.Horse$Color)
horseStyle: none #The variant (Look at org.bukkit.entity.Horse$Style)
carryingChest: false #Use only if the variant is set to donkey
horseJumpStrenght: 1.0 #The jump strenght
tamed: false #If the horse is tamed
#Iron Golem
playerCreated: false #If the iron golem is player created
#Magma Cube
size: 1 #The size
#Ocelot
catType: wild_ocelot #From org.bukkit.entity.Ocelot.Type
sitting: false
tamed: false
#Pig
saddled: false
#Pig Zombie
anger: 0 #How much/long it is angry?
angry: false #If angry
#Rabbit
rabbitType: brown #The type from org.bukkit.entity.Rabbit.Type
#Sheep
sheared: false
#Skeleton
skeletonType: normal #org.bukkit.entity.Skeleton.SkeletonType
#Slime
size: 1
#Snowman
derp: false #If the snowman doesn't have the pumpkin on his head
#Villager
profession: normal #From org.bukkit.entity.Villager.Profession
riches: 1 #Some number..
merchantRecipes:
someRandomNameForRecipe1:
result: apple #As always the name of an ItemStack which is requested at the ItemStackFactory
uses: 0
maxUses: 1 #Don't set for a default value of Integer.MAX_VALUE
ingredient1: bread
ingredient1Amount: 23 #Use this if the amount should be higher than 1.
#The ItemStacks from the ItemStackFactory always have an amount of 1
ingredient2: coolGemItemFromTemplate
ingredient2Amount: 2
#Wolf
angry: false
sitting: false
tamed: false
collarColor: red #The color of the collar which can be changed by right clicking with a dye
#Zombie
baby: false
villager: false #If this is a zombie villager
profession: normal #The profession of a zombie villager. Can be set to "husk" to spawn a husk