Entity Documentation - minecraft:behavior.delayed_attack
minecraft:behavior.delayed_attack
compels an entity to attack while also delaying the damage dealt until a specific time in the attack animation.
Name | Default Value | Type | Description |
---|---|---|---|
attack_duration | 0.75 | Decimal | The entity's attack animation will play out over this duration (in seconds). Also controls attack cooldown. |
attack_once | false | Boolean | Allows the entity to use this attack behavior, only once EVER. |
attack_types | N/A | String | Defines the entity types this entity will attack. |
cooldown_time | 1 | Decimal | Cooldown time (in seconds) between attacks. |
hit_delay_pct | 0.5 | Decimal | The percentage into the attack animation to apply the damage of the attack (1.0 = 100%). |
inner_boundary_time_increase | 0.25 | Decimal | Time (in seconds) to add to attack path recalculation when the target is beyond the "path_inner_boundary". |
max_dist | N/A | Decimal | Unused. No effect on "minecraft:behavior.melee_attack". |
max_path_time | 0.55 | Decimal | Maximum base time (in seconds) to recalculate new attack path to target (before increases applied). |
melee_fov | 90 | Decimal | Field of view (in degrees) when using the sensing component to detect an attack target. |
min_path_time | 0.2 | Decimal | Minimum base time (in seconds) to recalculate new attack path to target (before increases applied). |
on_attack | N/A | Trigger | Defines the event to trigger when this entity successfully attacks. |
outer_boundary_time_increase | 0.5 | Decimal | 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 | Time (in seconds) to add to attack path recalculation when this entity cannot move along the current path. |
path_inner_boundary | 16 | Decimal | Distance at which to increase attack path recalculation by "inner_boundary_tick_increase". |
path_outer_boundary | 32 | Decimal | Distance at which to increase attack path recalculation by "outer_boundary_tick_increase". |
priority | not set | Integer | The higher the priority, the sooner this behavior will be executed as a goal. |
random_stop_interval | 0 | Integer | This entity will have a 1 in N chance to stop its current attack, where N = "random_stop_interval". |
reach_multiplier | 2 | Decimal | Used with the base size of the entity to determine minimum target-distance before trying to deal attack damage. |
require_complete_path | false | Boolean | Toggles (on/off) the need to have a full path from the entity to the target when using this melee attack behavior. |
set_persistent | false | Boolean | Allows the entity to be set to persist upon targeting a player |
speed_multiplier | 1 | Decimal | This multiplier modifies the attacking entity's speed when moving toward the target. |
target_dist | N/a | Decimal | Unused. No effect on "minecraft:behavior.melee_attack". |
track_target | false | Boolean | Allows the entity to track the attack target, even if the entity has no sensing. |
x_max_rotation | 30 | Decimal | Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target. |
y_max_head_rotation | 30 | Decimal | Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target. |
Example
"minecraft:behavior.delayed_attack": {
"priority": 4,
"attack_duration": 0.75,
"attack_once": false,
"cooldown_time": 1,
"track_target": true,
"require_complete_path": false,
"random_stop_interval": 0,
"reach_multiplier": 1.5,
"speed_multiplier": 1.0,
"hit_delay_pct": 0.5
}
Vanilla entities examples
ravager
"minecraft:behavior.delayed_attack": {
"priority": 4,
"attack_once": false,
"track_target": true,
"require_complete_path": false,
"random_stop_interval": 0,
"reach_multiplier": 1.5,
"speed_multiplier": 1.0,
"attack_duration": 0.75,
"hit_delay_pct": 0.5
}
Vanilla entities using delayed_attack
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