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Entity Documentation - minecraft:behavior.melee_attack

Allows an entity to deal damage through a melee attack.

Note

Requires a target in order to work properly. Entities can generate targets via one of the following behaviors:

Note

Requires the following component in order to work properly:

Melee Attack Behavior Properties

Name Default Value Type Description Example Values
attack_once false Boolean true/false Allows the entity to use this attack behavior, only once EVER.
attack_types not set String Defines the entity types this entity will attack.
can_spread_on_fire false Boolean true/false If the entity is on fire, this allows the entity's target to catch on fire after being hit.
cooldown_time 1 Decimal number Cooldown time (in seconds) between attacks. Axe Turret: 0.1
inner_boundary_time_increase 0.25 Decimal number Time (in seconds) to add to attack path recalculation when the target is beyond the "path_inner_boundary".
max_path_time 0.55 Decimal number Maximum base time (in seconds) to recalculate new attack path to target (before increases applied).
melee_fov 90 Decimal number Field of view (in degrees) when using the sensing component to detect an attack target. Axe Turret: 360
min_path_time 0.2 Decimal number Minimum base time (in seconds) to recalculate new attack path to target (before increases applied).
on_attack not set Minecraft Event Trigger Defines the event to trigger when this entity successfully attacks.
on_kill not set Minecraft Event Trigger Defines the event to trigger when this entity kills the target.
outer_boundary_time_increase 0.5 Decimal number Time (in seconds) to add to attack path recalculation when the target is beyond the "path_outer_boundary".
path_fail_time_increase 0.75 Decimal number Time (in seconds) to add to attack path recalculation when this entity cannot move along the current path.
path_inner_boundary 16 Decimal number Distance at which to increase attack path recalculation by "inner_boundary_tick_increase".
path_outer_boundary 32 Decimal number Distance at which to increase attack path recalculation by "outer_boundary_tick_increase".
priority not set Integer number As priority approaches 0, the priority is increased. The higher the priority, the sooner this behavior will be executed as a goal. Creeper: 4, Sheepomelon: 2, Cow: 3
random_stop_interval 0 Integer number This entity will have a 1 in N chance to stop it's current attack, where N = "random_stop_interval".
reach_multiplier 2 Decimal number Used with the base size of the entity to determine minimum target-distance before trying to deal attack damage.
require_complete_path false Boolean true/false Toggles (on/off) the need to have a full path from the entity to the target when using this melee attack behavior.
speed_multiplier 1 Decimal number This multiplier modifies the attacking entity's speed when moving toward the target. Creeper: 1.25, Axe Turret: 5
track_target false Boolean true/false Allows the entity to track the attack target, even if the entity has no sensing. Axe Turret: true
x_max_rotation 30 Decimal number Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target. Axe Turret: 360
y_max_head_rotation 30 Decimal number Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target. Axe Turret: 360

Samples

Creeper

"minecraft:behavior.melee_attack": {
  "priority": 4,
  "speed_multiplier": 1.25,
  "track_target": false,
  "reach_multiplier": 0
}

Sheepomelon

"minecraft:behavior.melee_attack": {
  "priority": 2
}

Cow

"minecraft:behavior.melee_attack": {
  "priority": 3
}

Axe Turret

"minecraft:behavior.melee_attack": {
  "priority": 1,
  "melee_fov": 360,
  "speed_multiplier": 5,
  "cooldown_time": 0.1,
  "track_target": true,
  "y_max_head_rotation": 360,
  "x_max_rotation": 360,
  "attack_once": false
}