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<h1>ENTITIES DOCUMENTATION </br>Version: 1.21.30.3</h1>
<h2><p id="Index">Index</p></h2>
<table border="1">
<tr> <th><a href="#Client Entity Documentation">Client Entity Documentation</a></th> </tr>
<tr> <td> <a href="#"> </a> </tr> </td>
<tr> <td> <a href="#Spawn Egg"> Spawn Egg</a> </tr> </td>
<tr> <td> <a href="#animation_controllers"> animation_controllers</a> </tr> </td>
<tr> <td> <a href="#animations"> animations</a> </tr> </td>
<tr> <td> <a href="#enable_attachables"> enable_attachables</a> </tr> </td>
<tr> <td> <a href="#held_item_ignores_lighting"> held_item_ignores_lighting</a> </tr> </td>
<tr> <td> <a href="#hide_armor"> hide_armor</a> </tr> </td>
<tr> <td> <a href="#identifier"> identifier</a> </tr> </td>
<tr> <td> <a href="#locators"> locators</a> </tr> </td>
<tr> <td> <a href="#materials, textures, animations"> materials, textures, animations</a> </tr> </td>
<tr> <td> <a href="#min_engine_version"> min_engine_version</a> </tr> </td>
<tr> <td> <a href="#particle"> particle</a> </tr> </td>
<tr> <td> <a href="#render_controllers"> render_controllers</a> </tr> </td>
<tr> <td> <a href="#scripts"> scripts</a> </tr> </td>
<tr> <th><a href="#Data-Driven Spawning">Data-Driven Spawning</a></th> </tr>
<tr> <td> <a href="#Spawn Rules"> Spawn Rules</a> </tr> </td>
<tr> <th><a href="#Filters">Filters</a></th> </tr>
<tr> <td> <a href="#actor_health"> actor_health</a> </tr> </td>
<tr> <td> <a href="#all_slots_empty"> all_slots_empty</a> </tr> </td>
<tr> <td> <a href="#any_slot_empty"> any_slot_empty</a> </tr> </td>
<tr> <td> <a href="#bool_property"> bool_property</a> </tr> </td>
<tr> <td> <a href="#clock_time"> clock_time</a> </tr> </td>
<tr> <td> <a href="#distance_to_nearest_player"> distance_to_nearest_player</a> </tr> </td>
<tr> <td> <a href="#enum_property"> enum_property</a> </tr> </td>
<tr> <td> <a href="#float_property"> float_property</a> </tr> </td>
<tr> <td> <a href="#has_ability"> has_ability</a> </tr> </td>
<tr> <td> <a href="#has_biome_tag"> has_biome_tag</a> </tr> </td>
<tr> <td> <a href="#has_component"> has_component</a> </tr> </td>
<tr> <td> <a href="#has_container_open"> has_container_open</a> </tr> </td>
<tr> <td> <a href="#has_damage"> has_damage</a> </tr> </td>
<tr> <td> <a href="#has_damaged_equipment"> has_damaged_equipment</a> </tr> </td>
<tr> <td> <a href="#has_equipment"> has_equipment</a> </tr> </td>
<tr> <td> <a href="#has_mob_effect"> has_mob_effect</a> </tr> </td>
<tr> <td> <a href="#has_nametag"> has_nametag</a> </tr> </td>
<tr> <td> <a href="#has_property"> has_property</a> </tr> </td>
<tr> <td> <a href="#has_ranged_weapon"> has_ranged_weapon</a> </tr> </td>
<tr> <td> <a href="#has_silk_touch"> has_silk_touch</a> </tr> </td>
<tr> <td> <a href="#has_tag"> has_tag</a> </tr> </td>
<tr> <td> <a href="#has_target"> has_target</a> </tr> </td>
<tr> <td> <a href="#has_trade_supply"> has_trade_supply</a> </tr> </td>
<tr> <td> <a href="#hourly_clock_time"> hourly_clock_time</a> </tr> </td>
<tr> <td> <a href="#in_block"> in_block</a> </tr> </td>
<tr> <td> <a href="#in_caravan"> in_caravan</a> </tr> </td>
<tr> <td> <a href="#in_clouds"> in_clouds</a> </tr> </td>
<tr> <td> <a href="#in_contact_with_water"> in_contact_with_water</a> </tr> </td>
<tr> <td> <a href="#in_lava"> in_lava</a> </tr> </td>
<tr> <td> <a href="#in_nether"> in_nether</a> </tr> </td>
<tr> <td> <a href="#in_overworld"> in_overworld</a> </tr> </td>
<tr> <td> <a href="#in_water"> in_water</a> </tr> </td>
<tr> <td> <a href="#in_water_or_rain"> in_water_or_rain</a> </tr> </td>
<tr> <td> <a href="#inactivity_timer"> inactivity_timer</a> </tr> </td>
<tr> <td> <a href="#int_property"> int_property</a> </tr> </td>
<tr> <td> <a href="#is_altitude"> is_altitude</a> </tr> </td>
<tr> <td> <a href="#is_avoiding_mobs"> is_avoiding_mobs</a> </tr> </td>
<tr> <td> <a href="#is_baby"> is_baby</a> </tr> </td>
<tr> <td> <a href="#is_biome"> is_biome</a> </tr> </td>
<tr> <td> <a href="#is_block"> is_block</a> </tr> </td>
<tr> <td> <a href="#is_brightness"> is_brightness</a> </tr> </td>
<tr> <td> <a href="#is_climbing"> is_climbing</a> </tr> </td>
<tr> <td> <a href="#is_color"> is_color</a> </tr> </td>
<tr> <td> <a href="#is_daytime"> is_daytime</a> </tr> </td>
<tr> <td> <a href="#is_difficulty"> is_difficulty</a> </tr> </td>
<tr> <td> <a href="#is_family"> is_family</a> </tr> </td>
<tr> <td> <a href="#is_game_rule"> is_game_rule</a> </tr> </td>
<tr> <td> <a href="#is_humid"> is_humid</a> </tr> </td>
<tr> <td> <a href="#is_immobile"> is_immobile</a> </tr> </td>
<tr> <td> <a href="#is_in_village"> is_in_village</a> </tr> </td>
<tr> <td> <a href="#is_leashed"> is_leashed</a> </tr> </td>
<tr> <td> <a href="#is_leashed_to"> is_leashed_to</a> </tr> </td>
<tr> <td> <a href="#is_mark_variant"> is_mark_variant</a> </tr> </td>
<tr> <td> <a href="#is_missing_health"> is_missing_health</a> </tr> </td>
<tr> <td> <a href="#is_moving"> is_moving</a> </tr> </td>
<tr> <td> <a href="#is_navigating"> is_navigating</a> </tr> </td>
<tr> <td> <a href="#is_owner"> is_owner</a> </tr> </td>
<tr> <td> <a href="#is_panicking"> is_panicking</a> </tr> </td>
<tr> <td> <a href="#is_persistent"> is_persistent</a> </tr> </td>
<tr> <td> <a href="#is_raider"> is_raider</a> </tr> </td>
<tr> <td> <a href="#is_riding"> is_riding</a> </tr> </td>
<tr> <td> <a href="#is_sitting"> is_sitting</a> </tr> </td>
<tr> <td> <a href="#is_skin_id"> is_skin_id</a> </tr> </td>
<tr> <td> <a href="#is_sleeping"> is_sleeping</a> </tr> </td>
<tr> <td> <a href="#is_sneak_held"> is_sneak_held</a> </tr> </td>
<tr> <td> <a href="#is_sneaking"> is_sneaking</a> </tr> </td>
<tr> <td> <a href="#is_snow_covered"> is_snow_covered</a> </tr> </td>
<tr> <td> <a href="#is_sprinting"> is_sprinting</a> </tr> </td>
<tr> <td> <a href="#is_target"> is_target</a> </tr> </td>
<tr> <td> <a href="#is_temperature_type"> is_temperature_type</a> </tr> </td>
<tr> <td> <a href="#is_temperature_value"> is_temperature_value</a> </tr> </td>
<tr> <td> <a href="#is_underground"> is_underground</a> </tr> </td>
<tr> <td> <a href="#is_underwater"> is_underwater</a> </tr> </td>
<tr> <td> <a href="#is_variant"> is_variant</a> </tr> </td>
<tr> <td> <a href="#is_visible"> is_visible</a> </tr> </td>
<tr> <td> <a href="#is_waterlogged"> is_waterlogged</a> </tr> </td>
<tr> <td> <a href="#is_weather"> is_weather</a> </tr> </td>
<tr> <td> <a href="#light_level"> light_level</a> </tr> </td>
<tr> <td> <a href="#moon_intensity"> moon_intensity</a> </tr> </td>
<tr> <td> <a href="#moon_phase"> moon_phase</a> </tr> </td>
<tr> <td> <a href="#on_fire"> on_fire</a> </tr> </td>
<tr> <td> <a href="#on_ground"> on_ground</a> </tr> </td>
<tr> <td> <a href="#on_hot_block"> on_hot_block</a> </tr> </td>
<tr> <td> <a href="#on_ladder"> on_ladder</a> </tr> </td>
<tr> <td> <a href="#owner_distance"> owner_distance</a> </tr> </td>
<tr> <td> <a href="#random_chance"> random_chance</a> </tr> </td>
<tr> <td> <a href="#rider_count"> rider_count</a> </tr> </td>
<tr> <td> <a href="#surface_mob"> surface_mob</a> </tr> </td>
<tr> <td> <a href="#taking_fire_damage"> taking_fire_damage</a> </tr> </td>
<tr> <td> <a href="#target_distance"> target_distance</a> </tr> </td>
<tr> <td> <a href="#trusts"> trusts</a> </tr> </td>
<tr> <td> <a href="#was_last_hurt_by"> was_last_hurt_by</a> </tr> </td>
<tr> <td> <a href="#weather"> weather</a> </tr> </td>
<tr> <td> <a href="#weather_at_position"> weather_at_position</a> </tr> </td>
<tr> <th><a href="#Server Entity Documentation">Server Entity Documentation</a></th> </tr>
<tr> <td> <a href="#AI Goals"> AI Goals</a> </tr> </td>
<tr> <td> <a href="#Attributes"> Attributes</a> </tr> </td>
<tr> <td> <a href="#Built-in Events"> Built-in Events</a> </tr> </td>
<tr> <td> <a href="#Components"> Components</a> </tr> </td>
<tr> <td> <a href="#Entity Definition Properties"> Entity Definition Properties</a> </tr> </td>
<tr> <td> <a href="#Entity Description Properties"> Entity Description Properties</a> </tr> </td>
<tr> <td> <a href="#ID Lists"> ID Lists</a> </tr> </td>
<tr> <td> <a href="#Properties"> Properties</a> </tr> </td>
<tr> <td> <a href="#Triggers"> Triggers</a> </tr> </td>
</table>
<a href="#Index">Back to top</a>
<h1><p id="Client Entity Documentation">Client Entity Documentation</p></h1>
Client entity definitions are contained within a Resource Pack. </br>To start, create a new folder and name it "entity" inside the root of the Resource Pack. In the entity folder create a JSON file and give it a name.The JSON file needs a format version and minecraft:client_entity information.</br></br>The minecraft:client_entity section contains the description for the entity. Under description there are a number of things that you can set about an entity. Generally, this file is defining what resources a mob requires and gives a friendly name to each, that the other definition files can use.</br><h2></h2>
Example client entity definitions JSON for the pig<br / ><textarea readonly="true" cols="62" rows="32">
"format_version": "1.8.0",
"minecraft:client_entity": {
"description": {
"identifier": "minecraft:pig",
"min_engine_version": "1.8.0",
"materials": { "default": "pig" },
"textures": {
"default": "textures/entity/pig/pig",
"saddled": "textures/entity/pig/pig_saddle"
},
"geometry": {
"default": "geometry.pig.v1.8"
},
"animations": {
"setup": "animation.pig.setup",
"walk": "animation.quadruped.walk",
"look_at_target": "animation.common.look_at_target",
"baby_transform": "animation.pig.baby_transform"
},
"animation_controllers": [
{ "setup": "controller.animation.pig.setup" },
{ "move": "controller.animation.pig.move" },
{ "baby": "controller.animation.pig.baby" }
],
"render_controllers": [ "controller.render.pig" ],
"locators": {
"lead": { "head": [ 0.0, 14.0, -6.0 ] }
},
"spawn_egg": {
"texture": "spawn_egg",
"texture_index": 2
}
}
}
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="Spawn Egg">Spawn Egg</p></h1>
This sets the color or texture used for the entity Spawn Egg. There are 2 ways to do this. The first is to use the hex value for the base color and the overlay color.</br><h2></h2>
<h2><p id="Hex Value">Hex Value</p></h2>
<h3></h3>
Example Spawn Egg using hex value<br / ><textarea readonly="true" cols="29" rows="5">
"spawn_egg": {
"base_color": "#53443E",
"overlay_color": "#2E6854"
}
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h2><p id="Texture">Texture</p></h2>
The other way is to specify a texture.</br></br>Example Spawn Egg specifying a texture. The texture is located in the "items_texture" JSON in the textures folder of the Resource Pack. When there are more than one texture associated with a texture name you can use an index to pick the one that you want. If no index is specified than it is assumed to be 0 and the first texture in the list is used.</br><h3></h3>
Example Spawn Egg specifying a texture<br / ><textarea readonly="true" cols="27" rows="5">
"spawn_egg": {
"texture": "spawn_egg",
"texture_index": 2
}
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<br><br>
<h1><p id="animation_controllers">animation_controllers</p></h1>
Animation controllers decide which animations to play when. Each Controller contains a list of states that play one or more animations. Allows the player to assign names to reference the long names for animation controllers. Names are required and need to be unique from all other names in the animation controllers for that mob. Players can reference animation controllers from the vanilla Minecraft Resource Pack or create their own. Custom animation controllers should be in the animation_controllers folder at the root of the Resource Pack.</br><a href="#Index">Back to top</a><br><br>
<h1><p id="animations">animations</p></h1>
Allows the player to assign names to reference the long name for animations. These names are used by the animation controller JSON. Players can reference animations from the vanilla Minecraft Resource Pack or create their own. Custom animations should be in the animation folder at the root of the Resource Pack.</br><a href="#Index">Back to top</a><br><br>
<h1><p id="enable_attachables">enable_attachables</p></h1>
This determines if the entity can equip attachables when this is set to true. This allows the entity to render armor and weapons.</br><h2></h2>
<br / ><textarea readonly="true" cols="27" rows="2">
"enable_attachables": true
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="held_item_ignores_lighting">held_item_ignores_lighting</p></h1>
This determines if the item held by an entity should render fully lit up (if true), or depending on surrounding lighting.</br><h2></h2>
<br / ><textarea readonly="true" cols="35" rows="2">
"held_item_ignores_lighting": true
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="hide_armor">hide_armor</p></h1>
This determines if the armor attached to an entity should be hidden when set to true. This overrides the rendering settings specified by 'enable_attachables'</br><h2></h2>
<br / ><textarea readonly="true" cols="19" rows="2">
"hide_armor": true
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="identifier">identifier</p></h1>
The identifier is used to register the entity with the server. In the Client Entity Definitions JSON the identifier sets the appearance of the entity(materials, textures, geometry, etc.) The matching identifier in the Entity Behavior JSON in the Behavior Pack is what gives the entity its behaviors.</br><a href="#Index">Back to top</a><br><br>
<h1><p id="locators">locators</p></h1>
Locator offsets are specified in model space. An example of a locator is the "lead" locator used to specify where the lead will attach to graphically.</br><h2></h2>
<br / ><textarea readonly="true" cols="42" rows="4">
"locators": {
"lead": { "head": [ 0.0, 14.0, -6.0 ] }
}
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="materials, textures, animations">materials, textures, animations</p></h1>
Players can set the materials, texture and geometry used for the entity in this section. Players can set one or more materials, textures, and geometries that can be used by the mob. Players must set user defined names for them. These names are used in the Render Controllers JSON. Players can reference materials, textures, and geometry from the vanilla Minecraft Resource Pack or create their own. Custom materials, textures, and geometry should be in the corresponding folder at the root of the Resource Pack.</br><a href="#Index">Back to top</a><br><br>
<h1><p id="min_engine_version">min_engine_version</p></h1>
When present, players can set the min version needed to allow the JSON to be parsed. The version in the definition is compared to the engine version for which the top resource pack was built.If a definition's min_engine_version is newer than that pack's engine version then the definition is not parsed.</br>Multiple definition files may use the same identifier, in which case only one of those definitions will be loaded. The definition with the same or closest and not greater min_engine_version, as compared to the top resource pack's engine version, will be parsed; all other definitions with the same identifier will not be parsed.</br>This can be useful for continuing to support an older version of an entity, when an older resource pack is used at the top of the resource pack stack, while also supporting a newer version of the entity in all other cases.</br><a href="#Index">Back to top</a><br><br>
<h1><p id="particle">particle</p></h1>
Allows the player to assign a key to reference the long name for particles. When these are present, the particle is created when the entity is spawned. Keys are required and need to be unique from all other keys in the animation controllers. Players can reference particles from the vanilla Minecraft Resource Pack or create their own. Custom particles should be in the particle folder at the root of the Resource Pack.</br><a href="#Index">Back to top</a><br><br>
<h1><p id="render_controllers">render_controllers</p></h1>
Specifies the names of render controllers. This name needs to match the name of a corresponding JSON located in the Render Controllers folder. Players can reference Render Controllers from the vanilla Minecraft Resource Pack or create their own. Custom Render Controllers should be in the textures folder at the root of the Resource Pack.</br><a href="#Index">Back to top</a><br><br>
<h1><p id="scripts">scripts</p></h1>
Scripts allow players to use Molang to compute calculations once and store that value. This value than can be used over and over again without the need to constantly recompute the calculations. Scripts currently support pre - animation and scale.More script types will be added later.</br>-Pre-animation scripts are evaluated immediately before animations are processed.</br>-Scale sets the scale of the mob's geometry.</br><h2></h2>
Example pre-animation script for cod<br / ><textarea readonly="true" cols="125" rows="7">
"scripts": {
"pre_animation": [
"variable.ZRot = !query.is_in_water ? Math.cos((query.time_stamp + global.frame_alpha) * 14.32) * 90 : 0.0;",
"variable.AnimationAmountBlend = Math.lerp(variable.AnimationAmountPrev, variable.AnimationAmount, global.frame_alpha);"
]
},
</textarea> </br>
Example scale script for the bat<br / ><textarea readonly="true" cols="18" rows="4">
"scripts": {
"scale": "0.35"
},
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<br><br>
<h1><p id="Data-Driven Spawning">Data-Driven Spawning</p></h1>
Data-Driven spawning allows you to adjust the spawn conditions of mobs, including new mobs added to the game to spawn naturally in biomes, add / remove a mob's spawn egg to the creative inventory and set the mob's spawn egg, and add / remove a to the / summon command</br><h1><p id="Spawn Rules">Spawn Rules</p></h1>
<h2></h2>
<h2><p id="Biome Tags">Biome Tags</p></h2>
Each biome in the game has one or more tags. These are used to determine what biomes mobs spawn in. Here is the list of Biome tags that can be used:</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Tag</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">animal</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">beach</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">birch</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cold</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">dark_oak</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">deep</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">desert</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">edge</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">extreme_hills</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flower_forest</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">forest</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">frozen</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hills</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ice</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ice_plains</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jungle</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lakes</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lukewarm</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mega</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mesa</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">monster</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mooshroom_island</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mountain</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mutated</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">nether</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ocean</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">plains</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">plateau</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">river</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">roofed</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">savanna</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">shore</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stone</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">swamp</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">taiga</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">the_end</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">warm</td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="Conditions">Conditions</p></h2>
Conditions contain different components that players can use to customize natural biome spawning.</br><h3></h3>
<h3><p id="Components">Components</p></h3>
<h4></h4>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:biome_filter</td>
<td style="border-style:solid; border-width:1; padding:9px">This component allows the players to specify which biomes the mob spawns in. Check below to see which Biome Tags exist, and what each biome is tagged as.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:brightness_filter</td>
<td style="border-style:solid; border-width:1; padding:9px">This component allows players to set the light level range that causes the mob to spawn.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">adjust_for_weather</td>
<td style="border-style:solid; border-width:1; padding:10px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:10px">false</td>
<td style="border-style:solid; border-width:1; padding:10px">This determines if weather can affect the light level conditions that cause the mob to spawn (e.g. Allowing hostile mobs to spawn during the day when it rains.)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">max</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px">15.0</td>
<td style="border-style:solid; border-width:1; padding:10px">This is the maximum light level value that allows the mob to spawn</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">min</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px">0.0</td>
<td style="border-style:solid; border-width:1; padding:10px">This is the minimum light level value that allows the mob to spawn</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:density_limit</td>
<td style="border-style:solid; border-width:1; padding:9px">This component allows players to determine the density cap limits for the specified mob type.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">surface</td>
<td style="border-style:solid; border-width:1; padding:10px">Integer</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">This is the maximum number of mobs of this type spawnable on the surface</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">underground</td>
<td style="border-style:solid; border-width:1; padding:10px">Integer</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">This is the maximum number of mobs of this type spawnable underground</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:difficulty_filter</td>
<td style="border-style:solid; border-width:1; padding:9px">This component allows players determine what mobs spawn when certain difficulty levels are set.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">max</td>
<td style="border-style:solid; border-width:1; padding:10px">String</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">This is the maximum difficulty level that a mob spawns</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">min</td>
<td style="border-style:solid; border-width:1; padding:10px">String</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">This is the minimum difficulty level that a mob spawns</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:herd</td>
<td style="border-style:solid; border-width:1; padding:9px">This component allows players to determine the herd size of animals.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">event</td>
<td style="border-style:solid; border-width:1; padding:10px">String</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">This is an event that can be triggered from spawning</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">event_skip_count</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">This is the number of mobs spawned before the specified event is triggered</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">max_size</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">This is the maximum number of mobs that spawn in a herd</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">min_size</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">This is the minimum number of mobs that spawn in a herd</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:spawns_on_surface</td>
<td style="border-style:solid; border-width:1; padding:9px">This component allows the mob to spawn on the ground. Adding the component causes it to be true, removing it causes the mob to stop spawning on the surface.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:spawns_underwater</td>
<td style="border-style:solid; border-width:1; padding:9px">This component allows the mob to spawn underwater. Adding the component causes it to be true, removing it causes the mob to stop spawning underwater.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:weight</td>
<td style="border-style:solid; border-width:1; padding:9px">This component allows players to give a priority to how often that mob should spawn. Mobs with lower weight values have a higher chance to spawn than mobs with higher weight values.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">default</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px">0.0</td>
<td style="border-style:solid; border-width:1; padding:10px">This is the priority of the mob spawning</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<br><br>
<h2><p id="Getting Started">Getting Started</p></h2>
New Spawn Rules are contained within a Behavior Pack. To begin, create a new folder named "spawn_rules" in the root of the Behavior Pack that you want to add the new biome spawn rules in. In the spawn_rules folder, create a JSON file and give it a name. The JSON file needs a format, description and conditions.Spawn rules contain description and conditionsAll Spawn Rules JSON need to have an ID (located under the description section). Similar to other identifiers, it follows the convention "namespace:name". The minecraft namespace is reserved for the vanilla Minecraft rules.When changing an existing mob use the ID that appears in the entity JSON for that entity. When creating your own mob, make sure the mobs have the same ID in all the entity's JSON files.</br></br>Spawn Rules also needs to define the pool that is used for population control.Each pool has their own spawn limit, By setting an entity to a pool it will spawn as long as that pool hasn't reached the spawn limit.</br></br>There are 3 pools that entities can be assigned to :</br>-animal</br>-water_animal</br>-monster</br><a href="#Index">Back to top</a><br><br>
<h2><p id="Tagged Biomes">Tagged Biomes</p></h2>
<h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Biome</th> <th style="border-style:solid; border-width:2;">Tags</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Beach</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, beach, warm</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Birch Forest</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, birch, forest</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Birch Forest Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, birch, forest, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Birch Forest Hills M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, forest, birch, mutated, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Birch Forest M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, forest, birch, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Cold Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, cold, monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Cold Taiga M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, cold, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Dark Forest</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, forest, roofed</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Dark Forest M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, roofed, forest, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Deep Cold Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, cold, monster, deep</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Deep Frozen Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, frozen, monster, deep</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Deep Lukewarm Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, lukewarm, monster, deep</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Deep Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, monster, deep</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Deep Warm Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, warm, monster, deep</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Desert</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, desert</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Desert Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, desert, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Desert M</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, desert, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Forest</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, forest</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Forest Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Forest M</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, flower_forest, forest, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Frozen Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, frozen, monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Frozen River</td>
<td style="border-style:solid; border-width:2; padding:8px">river, frozen</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Giant Tree Taiga</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, mega</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Giant Tree Taiga Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, mega, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Giant Tree Taiga Hills M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, mega, hills, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Giant Trees Taiga M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, mutated, mega</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Jungle</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, jungle</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Jungle Edge</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, jungle, edge</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Jungle Edge M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, jungle, edge, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Jungle Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, jungle, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Jungle M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, jungle, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Lukewarm Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, lukewarm, monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa</td>
<td style="border-style:solid; border-width:2; padding:8px">monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, mesa, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa Plateau</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, mesa</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa Plateau M</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, mesa, plateau, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa Plateau Stone</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, plateau</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa Plateau Stone M</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, mesa, plateau, mutated, stone</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mountain</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, extreme_hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mountain + M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, extreme_hills, mutated, forest</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mountain Edge</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, extreme_hills, edge, mountain</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mountain M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, extreme_hills, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mushroom Fields</td>
<td style="border-style:solid; border-width:2; padding:8px">mooshroom_island</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mushroom Fields Shore</td>
<td style="border-style:solid; border-width:2; padding:8px">mooshroom_island, shore</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Nether</td>
<td style="border-style:solid; border-width:2; padding:8px">nether</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Plains</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, plains</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Plains M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, plains, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">River</td>
<td style="border-style:solid; border-width:2; padding:8px">river</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Savanna</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, savanna</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Savanna M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, savanna, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Savanna Plateau</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, savanna</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Savanna Plateau M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, savanna, plateau, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Beach</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, beach, cold</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Mountains</td>
<td style="border-style:solid; border-width:2; padding:8px">frozen, ice, mountain</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Taiga</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, cold</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Taiga Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, cold, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Tundra</td>
<td style="border-style:solid; border-width:2; padding:8px">frozen, ice_plain, ice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Tundra M</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, frozen, ice_plains, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Stone Shore</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, beach, stone</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Swamp</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, swamp</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Swamp M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, swamp, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Taiga</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Taiga Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Taiga M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">The End</td>
<td style="border-style:solid; border-width:2; padding:8px">the_end</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Warm Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, warm, monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Wooded Mountain</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, extreme_hills, forest, mountain</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<br><br>
<h2></h2>
Example Spawn Rules for the zombie<br / ><textarea readonly="true" cols="72" rows="32">
"format_version": "1.8.0",
"minecraft:spawn_rules": {
"description": {
"identifier": "minecraft:zombie",
"population_control": "monster"
},
"conditions": [
{
"minecraft:spawns_on_surface": {},
"minecraft:brightness_filter": {
"min": 0,
"max": 7,
"adjust_for_weather": true
},
"minecraft:difficulty_filter": {
"min": "easy",
"max": "hard"
},
"minecraft:weight": {
"default": 100
},
"minecraft:herd": {
"min_size": 2,
"max_size": 4
},
"minecraft:permute_type": [
{
"weight": 95
},
{
"weight": 5,
"entity_type": "minecraft:zombie_villager"
}
],
"minecraft:biome_filter": {
"test": "has_biome_tag", "operator": "==", "value": "monster"
}
}
]
}
</textarea> </br>
<br><br>
<h1><p id="Filters">Filters</p></h1>
Filters allow data objects to specify test criteria which allows their use.</br></br>For example, a model that includes a filter will only be used when the filter criteria is true.</br></br></br></br>A typical filter consists of four parameters:</br></br> name: the name of the test to apply.</br></br> domain: the domain the test should be performed in. An armor slot, for example. This parameter is only used by a few tests.</br></br> operator: the comparison to apply with the value, such as 'equal' or 'greater'.</br></br> value: the value being compared with the test.</br></br></br></br>A typical filter looks like the following:</br></br> { "test" : "moon_intensity", "subject" : "self", "operator" : "greater", "value" : "0.5" } </br></br>Which results in the calling entity (self) calculating the moon_intensity at its location and returning true if the result is greater than 0.5.</br></br></br></br>Tests can be combined into groups using the collections 'all_of', 'any_of', or 'none_of'.</br></br> All tests in an 'all_of' group must pass in order for the group to pass.</br></br> One or more tests in an 'any_of' group must pass in order for the group to pass.</br></br> All tests in a 'none_of' group must fail in order for the group to pass.</br></br><h1><p id="actor_health">actor_health</p></h1>
Tests the health of the subject.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "actor_health", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="41" rows="2">
{ "test": "actor_health", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="all_slots_empty">all_slots_empty</p></h1>
Returns true when the designated equipment location for the subject entity is completely empty.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">any</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The equipment location to test</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">any</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">armor</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">body</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feet</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hand</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">head</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inventory</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">leg</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">torso</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="87" rows="2">
{ "test": "all_slots_empty", "subject": "self", "operator": "equals", "value": "any" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="30" rows="2">
{ "test": "all_slots_empty" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="any_slot_empty">any_slot_empty</p></h1>
Returns true when the designated equipment location for the subject entity has any empty slot.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">any</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The equipment location to test</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">any</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">armor</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">body</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feet</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hand</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">head</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inventory</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">leg</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">torso</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "any_slot_empty", "subject": "self", "operator": "equals", "value": "any" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="29" rows="2">
{ "test": "any_slot_empty" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="bool_property">bool_property</p></h1>
Returns true when the bool actor property matches the value provided.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">domain</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The property name to look for</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="119" rows="2">
{ "test": "bool_property", "subject": "self", "domain": "minecraft:can_climb", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="61" rows="2">
{ "test": "bool_property", "domain": "minecraft:can_climb" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="clock_time">clock_time</p></h1>
Compares the current time with a float value in the range (0.0, 1.0). 0.0= Noon 0.25= Sunset 0.5= Midnight 0.75= Sunrise</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Decimal</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) A floating point value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "clock_time", "subject": "self", "operator": "equals", "value": "0.00" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="42" rows="2">
{ "test": "clock_time", "value": "0.00" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="distance_to_nearest_player">distance_to_nearest_player</p></h1>
Compares the distance to the nearest Player with a float value.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Decimal</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) A floating point value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="99" rows="2">
{ "test": "distance_to_nearest_player", "subject": "self", "operator": "equals", "value": "0.00" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="58" rows="2">
{ "test": "distance_to_nearest_player", "value": "0.00" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="enum_property">enum_property</p></h1>
Returns true when the enum actor property matches the value provided.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">domain</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The property name to look for</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) A string value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="115" rows="2">
{ "test": "enum_property", "subject": "self", "domain": "minecraft:can_climb", "operator": "equals", "value": "" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="74" rows="2">
{ "test": "enum_property", "domain": "minecraft:can_climb", "value": "" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="float_property">float_property</p></h1>
Returns true when the float actor property matches the value provided.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">domain</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The property name to look for</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Decimal</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) A floating point value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="120" rows="2">
{ "test": "float_property", "subject": "self", "domain": "minecraft:can_climb", "operator": "equals", "value": "0.00" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="79" rows="2">
{ "test": "float_property", "domain": "minecraft:can_climb", "value": "0.00" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_ability">has_ability</p></h1>
Returns true when the subject entity has the named ability.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Ability type to test</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flySpeed</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flying</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">instabuild</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">invulnerable</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lightning</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mayfly</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mute</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">noclip</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">walkSpeed</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">worldbuilder</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="90" rows="2">
{ "test": "has_ability", "subject": "self", "operator": "equals", "value": "instabuild" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="49" rows="2">
{ "test": "has_ability", "value": "instabuild" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_biome_tag">has_biome_tag</p></h1>
Tests whether the biome the subject is in has the specified tag.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The tag to look for</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "has_biome_tag", "subject": "self", "operator": "equals", "value": " " }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="42" rows="2">
{ "test": "has_biome_tag", "value": " " }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_component">has_component</p></h1>
Returns true when the subject entity contains the named component.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The component name to look for</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="99" rows="2">
{ "test": "has_component", "subject": "self", "operator": "equals", "value": "minecraft:explode" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="58" rows="2">
{ "test": "has_component", "value": "minecraft:explode" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_container_open">has_container_open</p></h1>
Returns true when the subject Player entity has opened a container.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="91" rows="2">
{ "test": "has_container_open", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="33" rows="2">
{ "test": "has_container_open" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_damage">has_damage</p></h1>
Returns true when the subject entity receives the named damage type.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Damage type to test</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">anvil</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_explosion</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">contact</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drowning</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_explosion</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fall</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">falling_block</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fatal</td>
<td style="border-style:solid; border-width:2; padding:8px">Any damage which kills the subject</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fire</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fire_tick</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fly_into_wall</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lava</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">magic</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">override</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">piston</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">projectile</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self_destruct</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sonic_boom</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stalactite</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stalagmite</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">starve</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">suffocation</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">thorns</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">void</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">wither</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "has_damage", "subject": "self", "operator": "equals", "value": "fatal" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="43" rows="2">
{ "test": "has_damage", "value": "fatal" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_damaged_equipment">has_damaged_equipment</p></h1>
Tests for the presence of a damaged named item in the designated slot of the subject entity.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">domain</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">any</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The equipment location to test</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">any</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">armor</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">body</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feet</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hand</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">head</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inventory</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">leg</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">torso</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The item name to look for</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="111" rows="2">
{ "test": "has_damaged_equipment", "subject": "self", "domain": "any", "operator": "equals", "value": "dirt" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="53" rows="2">
{ "test": "has_damaged_equipment", "value": "dirt" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_equipment">has_equipment</p></h1>
Tests for the presence of a named item in the designated slot of the subject entity.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">domain</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">any</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The equipment location to test</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">any</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">armor</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">body</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feet</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hand</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">head</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inventory</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">leg</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">torso</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The item name to look for</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="103" rows="2">
{ "test": "has_equipment", "subject": "self", "domain": "any", "operator": "equals", "value": "dirt" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="45" rows="2">
{ "test": "has_equipment", "value": "dirt" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_mob_effect">has_mob_effect</p></h1>
Tests whether the Subject has the specified mob effect.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) A string value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "has_mob_effect", "subject": "self", "operator": "equals", "value": "" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="29" rows="2">
{ "test": "has_mob_effect" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_nametag">has_nametag</p></h1>
Tests if the subject has been given a custom name.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "has_nametag", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "has_nametag" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_property">has_property</p></h1>
Tests for the presence of a property of the subject entity.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The property name to look for</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="100" rows="2">
{ "test": "has_property", "subject": "self", "operator": "equals", "value": "minecraft:can_climb" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="59" rows="2">
{ "test": "has_property", "value": "minecraft:can_climb" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_ranged_weapon">has_ranged_weapon</p></h1>
Returns true when the subject entity is holding a ranged weapon like a bow or crossbow.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="90" rows="2">
{ "test": "has_ranged_weapon", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="32" rows="2">
{ "test": "has_ranged_weapon" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_silk_touch">has_silk_touch</p></h1>
Tests if the subject is holding an item with silk touch.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="87" rows="2">
{ "test": "has_silk_touch", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="29" rows="2">
{ "test": "has_silk_touch" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_tag">has_tag</p></h1>
Returns true if the subject entity has the tag provided.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) A string value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="76" rows="2">
{ "test": "has_tag", "subject": "self", "operator": "equals", "value": "" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="22" rows="2">
{ "test": "has_tag" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_target">has_target</p></h1>
Returns true if the subject entity has a valid target.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "has_target", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "has_target" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="has_trade_supply">has_trade_supply</p></h1>
Tests whether the target has any trade supply left. Will return false if the target cannot be traded with.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="89" rows="2">
{ "test": "has_trade_supply", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="31" rows="2">
{ "test": "has_trade_supply" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="hourly_clock_time">hourly_clock_time</p></h1>
Compares the current 24 hour time with an int value in the range[0, 24000]</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="87" rows="2">
{ "test": "hourly_clock_time", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="46" rows="2">
{ "test": "hourly_clock_time", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="in_block">in_block</p></h1>
Returns true when the subject entity is inside a specified Block type.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) A string value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="77" rows="2">
{ "test": "in_block", "subject": "self", "operator": "equals", "value": "" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="23" rows="2">
{ "test": "in_block" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="in_caravan">in_caravan</p></h1>
Returns true if the subject entity is in a caravan.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "in_caravan", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "in_caravan" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="in_clouds">in_clouds</p></h1>
Returns true when the subject entity is in the clouds.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "in_clouds", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "in_clouds" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="in_contact_with_water">in_contact_with_water</p></h1>
Returns true when the subject entity in contact with any water: water, rain, splash water bottle.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="94" rows="2">
{ "test": "in_contact_with_water", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="36" rows="2">
{ "test": "in_contact_with_water" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="in_lava">in_lava</p></h1>
Returns true when the subject entity is in lava.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="80" rows="2">
{ "test": "in_lava", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="22" rows="2">
{ "test": "in_lava" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="in_nether">in_nether</p></h1>
Returns true when the subject entity is in Nether.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "in_nether", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "in_nether" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="in_overworld">in_overworld</p></h1>
Returns true when the subject entity is in Overworld.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="85" rows="2">
{ "test": "in_overworld", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="27" rows="2">
{ "test": "in_overworld" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="in_water">in_water</p></h1>
Returns true when the subject entity is in water.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "in_water", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="23" rows="2">
{ "test": "in_water" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="in_water_or_rain">in_water_or_rain</p></h1>
Returns true when the subject entity is in water or rain.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="89" rows="2">
{ "test": "in_water_or_rain", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="31" rows="2">
{ "test": "in_water_or_rain" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="inactivity_timer">inactivity_timer</p></h1>
Tests if the specified duration in seconds of inactivity for despawning has been reached.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "inactivity_timer", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="45" rows="2">
{ "test": "inactivity_timer", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="int_property">int_property</p></h1>
Returns true when the int actor property matches the value provided.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">domain</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The property name to look for</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="115" rows="2">
{ "test": "int_property", "subject": "self", "domain": "minecraft:can_climb", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="74" rows="2">
{ "test": "int_property", "domain": "minecraft:can_climb", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_altitude">is_altitude</p></h1>
Tests the current altitude against a provided value. 0= bedrock elevation.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The altitude value to compare with</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "is_altitude", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="40" rows="2">
{ "test": "is_altitude", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_avoiding_mobs">is_avoiding_mobs</p></h1>
Returns true if the subject entity is fleeing from other mobs.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="89" rows="2">
{ "test": "is_avoiding_mobs", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="31" rows="2">
{ "test": "is_avoiding_mobs" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_baby">is_baby</p></h1>
Returns true when the subject entity is a baby.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="80" rows="2">
{ "test": "is_baby", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="22" rows="2">
{ "test": "is_baby" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_biome">is_biome</p></h1>
Tests whether the Subject is currently in the named biome.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Biome type to test</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">beach</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">desert</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">extreme_hills</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flat</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">forest</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ice</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jungle</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mesa</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mushroom_island</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ocean</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">plain</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">river</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">savanna</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stone_beach</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">swamp</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">taiga</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">the_end</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">the_nether</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_biome", "subject": "self", "operator": "equals", "value": "beach" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="41" rows="2">
{ "test": "is_biome", "value": "beach" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_block">is_block</p></h1>
Returns true when the block has the given name.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Family name to look for</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "is_block", "subject": "self", "operator": "equals", "value": "player" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="42" rows="2">
{ "test": "is_block", "value": "player" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_brightness">is_brightness</p></h1>
Tests the current brightness against a provided value in the range (0.0f, 1.0f).</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Decimal</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The brightness value to compare with.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_brightness", "subject": "self", "operator": "equals", "value": "0.50" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="45" rows="2">
{ "test": "is_brightness", "value": "0.50" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_climbing">is_climbing</p></h1>
Returns true if the subject entity is climbing.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "is_climbing", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "is_climbing" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_color">is_color</p></h1>
Returns true if the subject entity is the named color.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Palette Color to test</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">black</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blue</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">brown</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cyan</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">gray</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">green</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">light_blue</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">light_green</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">magenta</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">orange</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pink</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">purple</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">red</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">silver</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">white</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">yellow</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_color", "subject": "self", "operator": "equals", "value": "white" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="41" rows="2">
{ "test": "is_color", "value": "white" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_daytime">is_daytime</p></h1>
Returns true during the daylight hours.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "is_daytime", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "is_daytime" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_difficulty">is_difficulty</p></h1>
Tests the current difficulty level of the game.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The game's difficulty level to test</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">easy</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hard</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">normal</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">peaceful</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="88" rows="2">
{ "test": "is_difficulty", "subject": "self", "operator": "equals", "value": "normal" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="47" rows="2">
{ "test": "is_difficulty", "value": "normal" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_family">is_family</p></h1>
Returns true when the subject entity is a member of the named family.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Family name to look for</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "is_family", "subject": "self", "operator": "equals", "value": "player" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="43" rows="2">
{ "test": "is_family", "value": "player" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_game_rule">is_game_rule</p></h1>
Tests whether a named game rule is active.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">domain</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Game Rule to test.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="112" rows="2">
{ "test": "is_game_rule", "subject": "self", "domain": "domobspawning", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="54" rows="2">
{ "test": "is_game_rule", "domain": "domobspawning" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_humid">is_humid</p></h1>
Tests whether the Subject is in an area with humidity</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "is_humid", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="23" rows="2">
{ "test": "is_humid" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_immobile">is_immobile</p></h1>
Returns true if the subject entity is immobile. An entity is immobile if it lacks AI goals, has just changed dimensions or if it is a mob and has no health.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "is_immobile", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "is_immobile" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_in_village">is_in_village</p></h1>
Tests whether the Subject is inside the bounds of a village.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_in_village", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="28" rows="2">
{ "test": "is_in_village" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_leashed">is_leashed</p></h1>
Returns true if the subject entity is leashed.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "is_leashed", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "is_leashed" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_leashed_to">is_leashed_to</p></h1>
Returns true if the subject entity leashed to the calling entity.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_leashed_to", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="28" rows="2">
{ "test": "is_leashed_to" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_mark_variant">is_mark_variant</p></h1>
Returns true if the subject entity is the mark variant number provided.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="85" rows="2">
{ "test": "is_mark_variant", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="44" rows="2">
{ "test": "is_mark_variant", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_missing_health">is_missing_health</p></h1>
Tests if the subject is not at full health.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="90" rows="2">
{ "test": "is_missing_health", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="32" rows="2">
{ "test": "is_missing_health" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_moving">is_moving</p></h1>
Returns true if the subject entity is moving.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_moving", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "is_moving" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_navigating">is_navigating</p></h1>
Tests if the subject is currently pathfinding. Requires a "minecraft:navigation" component.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_navigating", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="28" rows="2">
{ "test": "is_navigating" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_owner">is_owner</p></h1>
Returns true if the subject entity is the owner of the calling entity.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "is_owner", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="23" rows="2">
{ "test": "is_owner" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_panicking">is_panicking</p></h1>
Tests if the subject is panicking.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="85" rows="2">
{ "test": "is_panicking", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="27" rows="2">
{ "test": "is_panicking" }
</textarea> </br>
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<h1><p id="is_persistent">is_persistent</p></h1>
Tests if the subject's persistence matches the bool value passed in.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_persistent", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="28" rows="2">
{ "test": "is_persistent" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_raider">is_raider</p></h1>
Tests if the subject is a raider.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_raider", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "is_raider" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_riding">is_riding</p></h1>
Returns true if the subject entity is riding on another entity.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_riding", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "is_riding" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_sitting">is_sitting</p></h1>
Tests if the subject is sitting.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "is_sitting", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "is_sitting" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_skin_id">is_skin_id</p></h1>
Returns true if the subject entity is the skin id number provided.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="80" rows="2">
{ "test": "is_skin_id", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="39" rows="2">
{ "test": "is_skin_id", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_sleeping">is_sleeping</p></h1>
Tests whether the Subject is sleeping.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "is_sleeping", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "is_sleeping" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_sneak_held">is_sneak_held</p></h1>
Returns true if the subject entity has the sneak input held.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_sneak_held", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="28" rows="2">
{ "test": "is_sneak_held" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_sneaking">is_sneaking</p></h1>
Returns true if the subject entity is sneaking.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "is_sneaking", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "is_sneaking" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_snow_covered">is_snow_covered</p></h1>
Tests whether the Subject is in an area with snow cover</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="88" rows="2">
{ "test": "is_snow_covered", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="30" rows="2">
{ "test": "is_snow_covered" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_sprinting">is_sprinting</p></h1>
Tests if the subject is sprinting.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="85" rows="2">
{ "test": "is_sprinting", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="27" rows="2">
{ "test": "is_sprinting" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_target">is_target</p></h1>
Returns true if the subject entity is the target of the calling entity.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_target", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "is_target" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_temperature_type">is_temperature_type</p></h1>
Tests whether the current temperature is a given type.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Biome temperature catagory to test</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cold</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mild</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ocean</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">warm</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="92" rows="2">
{ "test": "is_temperature_type", "subject": "self", "operator": "equals", "value": "cold" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="51" rows="2">
{ "test": "is_temperature_type", "value": "cold" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_temperature_value">is_temperature_value</p></h1>
Tests the current temperature against a provided value in the range (0.0, 1.0) where 0.0f is the coldest temp and 1.0f is the hottest.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Decimal</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Biome temperature value to compare with.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="93" rows="2">
{ "test": "is_temperature_value", "subject": "self", "operator": "equals", "value": "0.50" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="52" rows="2">
{ "test": "is_temperature_value", "value": "0.50" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_underground">is_underground</p></h1>
Returns true when the subject entity is underground. An entity is considered underground if there are non-solid blocks above it.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="87" rows="2">
{ "test": "is_underground", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="29" rows="2">
{ "test": "is_underground" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_underwater">is_underwater</p></h1>
Returns true when the subject entity is under water. An entity is considered underwater if it is completely submerged in water blocks.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_underwater", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="28" rows="2">
{ "test": "is_underwater" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_variant">is_variant</p></h1>
Returns true if the subject entity is the variant number provided.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="80" rows="2">
{ "test": "is_variant", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="39" rows="2">
{ "test": "is_variant", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_visible">is_visible</p></h1>
Returns true if the subject entity is visible.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "is_visible", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "is_visible" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_waterlogged">is_waterlogged</p></h1>
Tests if the subject block is submerged in water.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="87" rows="2">
{ "test": "is_waterlogged", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="46" rows="2">
{ "test": "is_waterlogged", "value": "true" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="is_weather">is_weather</p></h1>
DEPRECATED</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Family name to look for</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="85" rows="2">
{ "test": "is_weather", "subject": "self", "operator": "equals", "value": "player" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="44" rows="2">
{ "test": "is_weather", "value": "player" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="light_level">light_level</p></h1>
Tests is the mob is outside of the specified light level range (0, 16).</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "light_level", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="40" rows="2">
{ "test": "light_level", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="moon_intensity">moon_intensity</p></h1>
Compares the current moon intensity with a float value in the range (0.0, 1.0)</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Decimal</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) A floating point value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="87" rows="2">
{ "test": "moon_intensity", "subject": "self", "operator": "equals", "value": "0.00" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="46" rows="2">
{ "test": "moon_intensity", "value": "0.00" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="moon_phase">moon_phase</p></h1>
Compares the current moon phase with an integer value in the range (0, 7).</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="80" rows="2">
{ "test": "moon_phase", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="39" rows="2">
{ "test": "moon_phase", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="on_fire">on_fire</p></h1>
Tests if the subject is on fire.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="80" rows="2">
{ "test": "on_fire", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="22" rows="2">
{ "test": "on_fire" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="on_ground">on_ground</p></h1>
Returns true when the subject entity is on ground.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "on_ground", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "on_ground" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="on_hot_block">on_hot_block</p></h1>
Tests if the subject is on a hot block.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="85" rows="2">
{ "test": "on_hot_block", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="27" rows="2">
{ "test": "on_hot_block" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="on_ladder">on_ladder</p></h1>
Returns true when the subject entity is on a ladder.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "on_ladder", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "on_ladder" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="owner_distance">owner_distance</p></h1>
Tests the distance between the subject and its owner. Returns false if there is no owner.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Decimal</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) A floating point value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="87" rows="2">
{ "test": "owner_distance", "subject": "self", "operator": "equals", "value": "0.00" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="46" rows="2">
{ "test": "owner_distance", "value": "0.00" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="random_chance">random_chance</p></h1>
Returns true if the random chance rolls 0 out of a specified max range.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "random_chance", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="42" rows="2">
{ "test": "random_chance", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="rider_count">rider_count</p></h1>
Returns the number of riders on this entity.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Integer</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) An integer value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "rider_count", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="40" rows="2">
{ "test": "rider_count", "value": "0" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="surface_mob">surface_mob</p></h1>
Tests if the subject is a surface mob.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "surface_mob", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "surface_mob" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="taking_fire_damage">taking_fire_damage</p></h1>
Tests if the subject is taking fire damage. Requires the damage_sensor component</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="91" rows="2">
{ "test": "taking_fire_damage", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="33" rows="2">
{ "test": "taking_fire_damage" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="target_distance">target_distance</p></h1>
Tests the distance between the calling entity and its target.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Decimal</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) A floating point value.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="88" rows="2">
{ "test": "target_distance", "subject": "self", "operator": "equals", "value": "0.00" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="47" rows="2">
{ "test": "target_distance", "value": "0.00" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="trusts">trusts</p></h1>
Returns true if the subject is trusted by entity.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="79" rows="2">
{ "test": "trusts", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="21" rows="2">
{ "test": "trusts" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="was_last_hurt_by">was_last_hurt_by</p></h1>
Tests if the subject is the last player who attacked the entity in the last 400 seconds, or the last mob to do so in the last 60 seconds.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) true or false.</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="89" rows="2">
{ "test": "was_last_hurt_by", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="31" rows="2">
{ "test": "was_last_hurt_by" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="weather">weather</p></h1>
Tests the current weather in the dimension against a provided weather value.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Family name to look for</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "weather", "subject": "self", "operator": "equals", "value": "player" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="41" rows="2">
{ "test": "weather", "value": "player" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h1><p id="weather_at_position">weather_at_position</p></h1>
Tests the current weather, at the actor's position, against a provided weather value.</br><h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The comparison to apply with 'value'.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for less-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for greater-than or equal to the value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for equality.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">Test for inequality.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">(Optional) The subject of this filter test.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Options</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">The block involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">The damaging actor involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">The other member of an interaction, not the caller.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">The player involved with the interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity or object calling the test</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">The caller's current target.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">String</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Family name to look for</br></td>
</tr>
</table>
<h2>Examples</h2>
Full..<br / ><textarea readonly="true" cols="94" rows="2">
{ "test": "weather_at_position", "subject": "self", "operator": "equals", "value": "player" }
</textarea> </br>
Short (using Defaults)..<br / ><textarea readonly="true" cols="53" rows="2">
{ "test": "weather_at_position", "value": "player" }
</textarea> </br>
<a href="#Index">Back to top</a><br><br>
<h2>Example:</h2>
This filter group will pass only when the moon_intensity is greater than 0.5 AND the caller's target entity is standing in water.<br / ><textarea readonly="true" cols="97" rows="8">
"all_of" : [
: { "test" : "moon_intensity", "subject" : "self", "operator" : "greater", "value" : "0.5" },
: { "test" : "in_water", "subject" : "target", "operator" : "equal", "value" : "true" }
: ]
</textarea> </br>
<br><br>
<h1><p id="Server Entity Documentation">Server Entity Documentation</p></h1>
<h1><p id="AI Goals">AI Goals</p></h1>
<h2></h2>
<h2><p id="minecraft:behavior.admire_item">minecraft:behavior.admire_item</p></h2>
Enables the mob to admire items that have been configured as admirable. Must be used in combination with the admire_item component</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">admire_item_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The sound event to play when admiring the item</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The range of time in seconds to randomly wait before playing the sound again.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.avoid_block">minecraft:behavior.avoid_block</p></h2>
Allows this entity to avoid certain blocks.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_block_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The sound event to play when the mob is avoiding a block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_escape</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Escape trigger.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance to look for a block in y.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance to look for a block in xz.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[3.0, 8.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">The range of time in seconds to randomly wait before playing the sound again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sprint_speed_modifier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Modifier for sprint speed. 1.0 means keep the regular speed, while higher numbers make the sprint speed faster.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of block types this mob avoids.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_selection_method</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">nearest</td>
<td style="border-style:solid; border-width:2; padding:8px">Block search method.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tick_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Should start tick interval.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">walk_speed_modifier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Modifier for walking speed. 1.0 means keep the regular speed, while higher numbers make the walking speed faster.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.avoid_mob_type">minecraft:behavior.avoid_mob_type</p></h2>
Allows the entity to run away from other entities that meet the criteria specified.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_mob_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The sound event to play when the mob is avoiding another mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_target_xz</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">The next target position the entity chooses to avoid another entity will be chosen within this XZ Distance.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_target_y</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">The next target position the entity chooses to avoid another entity will be chosen within this Y Distance.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions another entity must meet to be a valid target to avoid.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ignore_visibilty</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not to ignore direct line of sight while this entity is running away from other specified entities.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance to look for an avoid target for the entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_flee</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0</td>
<td style="border-style:solid; border-width:2; padding:8px">How many blocks away from its avoid target the entity must be for it to stop fleeing from the avoid target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_escape_event</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event that is triggered when escaping from a mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability_per_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance this entity will stop avoiding another entity based on that entity's strength, where 1.0 = 100%.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">remove_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Determine if we should remove target when fleeing or not.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[3.0, 8.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">The range of time in seconds to randomly wait before playing the sound again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sprint_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">7.0</td>
<td style="border-style:solid; border-width:2; padding:8px">How many blocks within range of its avoid target the entity must be for it to begin sprinting away from the avoid target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Multiplier for sprint speed. 1.0 means keep the regular speed, while higher numbers make the sprint speed faster.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Multiplier for walking speed. 1.0 means keep the regular speed, while higher numbers make the walking speed faster.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.barter">minecraft:behavior.barter</p></h2>
Enables the mob to barter for items that have been configured as barter currency. Must be used in combination with the barter component</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.beg">minecraft:behavior.beg</p></h2>
Allows this mob to look at and follow the player that holds food they like.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of items that this mob likes</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks the mob will beg from</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">The range of time in seconds this mob will stare at the player holding a food they like, begging for it</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.break_door">minecraft:behavior.break_door</p></h2>
Allows this mob to break doors.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.breed">minecraft:behavior.breed</p></h2>
Allows this mob to breed with other mobs.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.celebrate">minecraft:behavior.celebrate</p></h2>
Allows this entity to celebrate surviving a raid by making celebration sounds and jumping.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">celebration_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The sound event to trigger during the celebration.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The duration in seconds that the celebration lasts for.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[1, 3.5]</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum and maximum time between jumping (positive, in seconds).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_celebration_end_event</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to trigger when the goal's duration expires.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 7]</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum and maximum time between sound events (positive, in seconds).</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.celebrate_survive">minecraft:behavior.celebrate_survive</p></h2>
Allows this entity to celebrate surviving a raid by shooting fireworks.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The duration in seconds that the celebration lasts for.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fireworks_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[10, 20]</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum and maximum time between firework (positive, in seconds).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_celebration_end_event</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to trigger when the goal's duration expires.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.charge_attack">minecraft:behavior.charge_attack</p></h2>
Allows this entity to damage a target by using a running attack.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3</td>
<td style="border-style:solid; border-width:2; padding:8px">A charge attack cannot start if the entity is farther than this distance to the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">A charge attack cannot start if the entity is closer than this distance to the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Modifies the entity's speed when charging toward the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">success_rate</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.1428</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance this entity will start a charge attack, if not already attacking (1.0 = 100%)</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.charge_held_item">minecraft:behavior.charge_held_item</p></h2>
Allows an entity to charge and use their held item.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px">NA</td>
<td style="border-style:solid; border-width:2; padding:8px">The list of items that can be used to charge the held item. This list is required and must have at least one item in it.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.circle_around_anchor">minecraft:behavior.circle_around_anchor</p></h2>
Causes an entity to circle around an anchor point placed near a point or target.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_change</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">15.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of degrees to change this entity's facing by, when the entity selects its next anchor point.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance from the anchor-point in which this entity considers itself to have reached the anchor point. This is to prevent the entity from bouncing back and forth trying to reach a specific spot.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">height_above_target_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[ 0.0, 0.0 ]</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of blocks above the target that the next anchor point can be set. This value is used only when the entity is tracking a target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">height_adjustment_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.002857</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance to determine how often to increase or decrease the current height around the anchor point. 1 = 100%. "height_change_chance" is deprecated and has been replaced with "height_adjustment_chance".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">height_offset_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[ 0.0, 0.0 ]</td>
<td style="border-style:solid; border-width:2; padding:8px">Vertical distance from the anchor point this entity must stay within, upon a successful height adjustment.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">radius_adjustment_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.004</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance to determine how often to increase the size of the current movement radius around the anchor point. 1 = 100%. "radius_change_chance" is deprecated and has been replaced with "radius_adjustment_chance".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">radius_change</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of blocks to increase the current movement radius by, upon successful "radius_adjustment_chance". If the current radius increases over the range maximum, the current radius will be set back to the range minimum and the entity will change between clockwise and counter-clockwise movement..</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">radius_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[ 5.0, 15.0 ]</td>
<td style="border-style:solid; border-width:2; padding:8px">Horizontal distance from the anchor point this entity must stay within upon a successful radius adjustment.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Multiplies the speed at which this entity travels to its next desired position.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.controlled_by_player">minecraft:behavior.controlled_by_player</p></h2>
Allows the entity to be controlled by the player using an item in the item_controllable property (required). Also requires the minecraft:movement property, and the minecraft:rideable property. On every tick, the entity will attempt to rotate towards where the player is facing with the control item whilst simultaneously moving forward. </br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fractional_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity will attempt to rotate to face where the player is facing each tick. The entity will target this percentage of their difference in their current facing angles each tick (from 0.0 to 1.0 where 1.0 = 100%). This is limited by FractionalRotationLimit. A value of 0.0 will result in the entity no longer turning to where the player is facing.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fractional_rotation_limit</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Limits the total degrees the entity can rotate to face where the player is facing on each tick.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mount_speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Speed multiplier of mount when controlled by player.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.croak">minecraft:behavior.croak</p></h2>
Allows the entity to croak at a random time interval with configurable conditions.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[4.5, 4.5]</td>
<td style="border-style:solid; border-width:2; padding:8px">Random range in seconds after which the croaking stops. Can also be a constant.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Conditions for the behavior to start and keep running. The interval between runs only starts after passing the filters.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[10, 20]</td>
<td style="border-style:solid; border-width:2; padding:8px">Random range in seconds between runs of this behavior. Can also be a constant.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.defend_trusted_target">minecraft:behavior.defend_trusted_target</p></h2>
Allows the mob to target another mob that hurts an entity it trusts.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">aggro_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sound to occasionally play while defending.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds between attacks</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entity types that this mob considers valid targets</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum distance this mob can be away to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob has to be visible to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">reevaluate_description</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the running speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the walking speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, only entities in this mob's viewing range can be selected as targets</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that the target can be within to launch an attack</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.defend_village_target">minecraft:behavior.defend_village_target</p></h2>
Allows the entity to stay in a village and defend the village from aggressors. If a player is in bad standing with the village this goal will cause the entity to attack the player regardless of filter conditions.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.05</td>
<td style="border-style:solid; border-width:2; padding:8px">The percentage chance that the entity has to attack aggressors of its village, where 1.0 = 100%.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.delayed_attack">minecraft:behavior.delayed_attack</p></h2>
Allows an entity to attack, while also delaying the damage-dealt until a specific time in the attack animation.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.75</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity's attack animation will play out over this duration (in seconds). Also controls attack cooldown.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_once</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the entity to use this attack behavior, only once EVER.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_types</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the entity types this entity will attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_spread_on_fire</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If the entity is on fire, this allows the entity's target to catch on fire after being hit.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hit_delay_pct</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">The percentage into the attack animation to apply the damage of the attack (1.0 = 100%).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inner_boundary_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.25</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when the target is beyond the "path_inner_boundary".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Unused. No effect on "minecraft:behavior.melee_attack".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_path_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.55</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum base time (in seconds) to recalculate new attack path to target (before increases applied).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">melee_fov</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">90</td>
<td style="border-style:solid; border-width:2; padding:8px">Field of view (in degrees) when using the sensing component to detect an attack target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_path_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum base time (in seconds) to recalculate new attack path to target (before increases applied).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the event to trigger when this entity successfully attacks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">outer_boundary_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when the target is beyond the "path_outer_boundary".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_fail_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.75</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when this entity cannot move along the current path.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_inner_boundary</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance at which to increase attack path recalculation by "inner_boundary_tick_increase".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_outer_boundary</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">32</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance at which to increase attack path recalculation by "outer_boundary_tick_increase".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_stop_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">This entity will have a 1 in N chance to stop it's current attack, where N = "random_stop_interval".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reach_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Used with the base size of the entity to determine minimum target-distance before trying to deal attack damage.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">require_complete_path</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Toggles (on/off) the need to have a full path from the entity to the target when using this melee attack behavior.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the actor to be set to persist upon targeting a player</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">This multiplier modifies the attacking entity's speed when moving toward the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">N/a</td>
<td style="border-style:solid; border-width:2; padding:8px">Unused. No effect on "minecraft:behavior.melee_attack".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">track_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the entity to track the attack target, even if the entity has no sensing.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">x_max_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_max_head_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.dig">minecraft:behavior.dig</p></h2>
Allows this entity to dig into the ground before despawning.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">allow_dig_when_named</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this behavior can run when this entity is named. Otherwise not.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">digs_in_daylight</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Indicates that the actor should start digging when it sees daylight</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Goal duration in seconds</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">idle_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum idle time in seconds between the last detected disturbance to the start of digging.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_start</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when the goal starts.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">suspicion_is_disturbance</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, finding new suspicious locations count as disturbances that may delay the start of this goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">vibration_is_disturbance</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, vibrations count as disturbances that may delay the start of this goal.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.door_interact">minecraft:behavior.door_interact</p></h2>
Allows the mob to open and close doors.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.dragonchargeplayer">minecraft:behavior.dragonchargeplayer</p></h2>
Allows this entity to attack a player by charging at them. The player is chosen by the "minecraft:behavior.dragonscanning". Can only be used by the Ender Dragon.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">active_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3</td>
<td style="border-style:solid; border-width:2; padding:8px">The speed this entity moves when this behavior has started or while it's active.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">continue_charge_threshold_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">If the dragon is outside the "target_zone" for longer than "continue_charge_threshold_time" seconds, the charge is canceled.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flight_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.6</td>
<td style="border-style:solid; border-width:2; padding:8px">The speed this entity moves while this behavior is not active.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_zone</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[10, 150]</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum and maximum distance, from the target, this entity can use this behavior.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">turn_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.7</td>
<td style="border-style:solid; border-width:2; padding:8px">The speed at which this entity turns while using this behavior.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.dragondeath">minecraft:behavior.dragondeath</p></h2>
Allows the dragon to go out with glory. This controls the Ender Dragon's death animation and can't be used by other mobs.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.dragonflaming">minecraft:behavior.dragonflaming</p></h2>
Allows this entity to use a flame-breath attack. Can only be used by the Ender Dragon.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds), after roar, to breath flame.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flame_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds), after roar, to breath flame.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ground_flame_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of ground flame-breath attacks to use before flight-takeoff.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">roar_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to roar, before breathing flame.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.dragonholdingpattern">minecraft:behavior.dragonholdingpattern</p></h2>
Allows the Dragon to fly around in a circle around the center podium. Can only be used by the Ender Dragon.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.dragonlanding">minecraft:behavior.dragonlanding</p></h2>
Allows the Dragon to stop flying and transition into perching mode. Can only be used by the Ender Dragon.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.dragonscanning">minecraft:behavior.dragonscanning</p></h2>
Allows the dragon to look around for a player to attack while in perch mode. Can only be used by the Ender Dragon.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.dragonstrafeplayer">minecraft:behavior.dragonstrafeplayer</p></h2>
Allows this entity to fly around looking for a player to shoot fireballs at. Can only be used by the Ender Dragon.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">active_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.6</td>
<td style="border-style:solid; border-width:2; padding:8px">The speed this entity moves when this behavior has started or while it's active.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fireball_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">64</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance of this entity's fireball attack while strafing.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flight_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.6</td>
<td style="border-style:solid; border-width:2; padding:8px">The speed this entity moves while this behavior is not active.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">switch_direction_probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.125</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance to to switch this entity's strafe direction between clockwise and counterclockwise. Switch direction chance occurs each time a new target is chosen (1.0 = 100%).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_in_range_and_in_view_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.25</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) the target must be in fireball range, and in view [ie, no solid terrain in-between the target and this entity], before a fireball can be shot.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_zone</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[10, 150]</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum and maximum distance, from the target, this entity can use this behavior.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">turn_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.7</td>
<td style="border-style:solid; border-width:2; padding:8px">The speed at which this entity turns while using this behavior.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">view_angle</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">The target must be within "view_angle" degrees of the dragon's current rotation before a fireball can be shot.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.dragontakeoff">minecraft:behavior.dragontakeoff</p></h2>
Allows the dragon to leave perch mode and go back to flying around. Can only be used by the Ender Dragon.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.drink_milk">minecraft:behavior.drink_milk</p></h2>
Allows the mob to drink milk based on specified environment conditions.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_seconds</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) that the goal is on cooldown before it can be used again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Conditions that need to be met for the behavior to start.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.drink_potion">minecraft:behavior.drink_potion</p></h2>
Allows the mob to drink potions based on specified environment conditions.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">potions</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">A list of potions that this entity can drink. Each potion entry has the following parameters:</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">chance</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The percent chance (from 0.0 to 1.0) of this potion being selected when searching for a potion to use.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The filters to use when determining if this potion can be selected.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">id</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">-1</td>
<td style="border-style:solid; border-width:1; padding:9px">The registry ID of the potion to use</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_modifier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The movement speed modifier to apply to the entity while it is drinking a potion. A value of 0 represents no change in speed.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.drop_item_for">minecraft:behavior.drop_item_for</p></h2>
Allows the entity to move toward a target, and drop an item near the target. This goal requires a "minecraft:navigation" to execute.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">Total time that the goal is on cooldown before it can be used again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drop_item_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The percent chance the entity will drop an item when using this goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions another entity must meet to be a valid target to drop an item for.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.50</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the entity considers it has reached it's target position. </br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">loot_table</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The loot table that contains the possible loot the entity can drop with this goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_head_look_at_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum height the entities head will look at when dropping the item. The entity will always be looking at its target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minimum_teleport_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">If the target position is farther away than this distance on any tick, the entity will teleport to the target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">offering_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The preferred distance the entity tries to be from the target it is dropping an item for.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_drop_attempt</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to trigger when the entity attempts to drop an item.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of blocks each tick that the entity will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The Height in blocks the entity will search within to find a valid target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks the entity will search within to find a valid target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">seconds_before_pickup</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The numbers of seconds that will pass before the dropped entity can be picked up from the ground.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the entity when using this Goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[1, 1, 1]</td>
<td style="border-style:solid; border-width:2; padding:8px">The range in blocks within which the entity searches to find a target to drop an item for.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">teleport_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 1, 0]</td>
<td style="border-style:solid; border-width:2; padding:8px">When the entity teleports, offset the teleport position by this many blocks in the X, Y, and Z coordinate.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">time_of_day_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 1]</td>
<td style="border-style:solid; border-width:2; padding:8px">The valid times of day that this goal can be used. For reference: noon is 0.0, sunset is 0.25, midnight is 0.5, and sunrise is 0.75, and back to noon for 1.0.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.eat_block">minecraft:behavior.eat_block</p></h2>
Allows the entity to consume a block, replace the eaten block with another block, and trigger an event as a result.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">eat_and_replace_block_pairs</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">A collection of pairs of blocks; the first ("eat_block")is the block the entity should eat, the second ("replace_block") is the block that should replace the eaten block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_eat</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">The event to trigger when the block eating animation has completed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">success_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Molang</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">A molang expression defining the success chance the entity has to consume a block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">time_until_eat</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.8</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of time (in seconds) it takes for the block to be eaten upon a successful eat attempt.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.eat_carried_item">minecraft:behavior.eat_carried_item</p></h2>
If the mob is carrying a food item, the mob will eat it and the effects will be applied to the mob.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">delay_before_eating</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the mob should wait before eating the item.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.eat_mob">minecraft:behavior.eat_mob</p></h2>
Allows the entity to eat a specified Mob.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">eat_animation_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the time in seconds the eat animation should play for.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">eat_mob_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the sound that should play when eating a mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">loot_table</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The loot table for loot to be dropped when eating a mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pull_in_force</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the force which the mob-to-be-eaten is pulled towards the eating mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reach_mob_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the desired distance to be reached before eating the mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">run_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the entity's speed when running toward the target.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.emerge">minecraft:behavior.emerge</p></h2>
Allows this entity to emerge from the ground</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0.50</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Goal duration in seconds</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_done</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger to be executed when the goal execution is about to end</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.enderman_leave_block">minecraft:behavior.enderman_leave_block</p></h2>
Allows the enderman to drop a block they are carrying. Can only be used by Endermen.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.enderman_take_block">minecraft:behavior.enderman_take_block</p></h2>
Allows the enderman to take a block and carry it around. Can only be used by Endermen.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.equip_item">minecraft:behavior.equip_item</p></h2>
The entity puts on the desired equipment.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.explore_outskirts">minecraft:behavior.explore_outskirts</p></h2>
Allows the entity to first travel to a random point on the outskirts of the village, and then explore random points within a small distance. This goal requires "minecraft:dweller" and "minecraft:navigation" to execute.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">dist_from_boundary</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[5, 0, 5]</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance from the boundary the villager must be within in to explore the outskirts.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">explore_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Total distance in blocks the the entity will explore beyond the village bounds when choosing its travel point.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_travel_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">60.0</td>
<td style="border-style:solid; border-width:2; padding:8px">This is the maximum amount of time an entity will attempt to reach it's travel point on the outskirts of the village before the goal exits.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_wait_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The wait time in seconds between choosing new explore points will be chosen on a random interval between this value and the minimum wait time. This value is also the total amount of time the entity will explore random points before the goal stops.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_dist_from_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.2</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity must be within this distance for it to consider it has successfully reached its target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_perimeter</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum perimeter of the village required to run this goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_wait_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The wait time in seconds between choosing new explore points will be chosen on a random interval between this value and the maximum wait time.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">next_xz</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">A new explore point will randomly be chosen within this XZ distance of the current target position when navigation has finished and the wait timer has elapsed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">next_y</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">3</td>
<td style="border-style:solid; border-width:2; padding:8px">A new explore point will randomly be chosen within this Y distance of the current target position when navigation has finished and the wait timer has elapsed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The multiplier for speed while using this goal. 1.0 maintains the speed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">timer_ratio</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Each new explore point will be chosen on a random interval between the minimum and the maximum wait time, divided by this value. This does not apply to the first explore point chosen when the goal runs.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.fertilize_farm_block">minecraft:behavior.fertilize_farm_block</p></h2>
Allows the mob to search within an area for a growable crop block. If found, the mob will use any available fertilizer in their inventory on the crop. This goal will not execute if the mob does not have a fertilizer item in its inventory.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.50</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached it's target position. </br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_fertilizer_usage</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number of times the mob will use fertilzer on the target block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_cooldown_max_seconds</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum amount of time in seconds that the goal can take before searching again. The time is chosen between 0 and this number.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">9</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of randomly selected blocks each tick that the mob will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The Height in blocks the mob will search within to find a valid target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks the mob will search within to find a valid target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.50</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this Goal.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.find_cover">minecraft:behavior.find_cover</p></h2>
Allows the mob to seek shade.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.find_mount">minecraft:behavior.find_mount</p></h2>
Allows the mob to look around for another mob to ride atop it.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will not go into water blocks when going towards a mount</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mount_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">-1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">This is the distance the mob needs to be, in blocks, from the desired mount to mount it. If the value is below 0, the mob will use its default attack distance</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time the mob will wait before starting to move towards the mount</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_needed</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will only look for a mount if it has a target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within which the mob will look for a mount</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.find_underwater_treasure">minecraft:behavior.find_underwater_treasure</p></h2>
Allows the mob to move towards the nearest underwater ruin or shipwreck.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The range that the mob will search for a treasure chest within a ruin or shipwreck to move towards.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance the mob will move before stopping.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.fire_at_target">minecraft:behavior.fire_at_target</p></h2>
Allows an entity to attack by firing a shot with a delay. Anchor and offset parameters of this component overrides the anchor and offset from projectile component.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.500000</td>
<td style="border-style:solid; border-width:2; padding:8px">The cooldown time in seconds before this goal can be used again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2.000000, 16.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Target needs to be within this range for the attack to happen.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Conditions that need to be met for the behavior to start.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_head_rotation_x</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum head rotation (in degrees), on the X-axis, that this entity can apply while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_head_rotation_y</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum head rotation (in degrees), on the Y-axis, that this entity can apply while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">owner_anchor</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Entity anchor for the projectile spawn location.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">owner_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.000, 0.000, 0.000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Offset vector from the owner_anchor.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">post_shoot_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.200000</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds between firing the projectile and ending the goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pre_shoot_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.750000</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds before firing the projectile.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">projectile_def</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Actor definition to use as projectile for the ranged attack. The actor must be a projectile.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ranged_fov</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">90.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Field of view (in degrees) when using sensing to detect a target for attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_anchor</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Entity anchor for projectile target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.000, 0.000, 0.000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Offset vector from the target_anchor.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.flee_sun">minecraft:behavior.flee_sun</p></h2>
Allows the mob to run away from direct sunlight and seek shade.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.float">minecraft:behavior.float</p></h2>
Allows the mob to stay afloat while swimming. Passengers will be kicked out the moment the mob's head goes underwater, which may not happen for tall mobs.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sink_with_passengers</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will keep sinking as long as it has passengers.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.float_wander">minecraft:behavior.float_wander</p></h2>
Allows the mob to float around like the Ghast.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">float_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">Range of time in seconds the mob will float around before landing and choosing to do something else</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_reach</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the point has to be reachable to be a valid target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_reselect</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will randomly pick a new point while moving to the previously selected one</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Height in blocks to add to the selected target position</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.follow_caravan">minecraft:behavior.follow_caravan</p></h2>
Allows the mob to follow mobs that are in a caravan.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of entities that can be in the caravan</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entity types that this mob can follow in a caravan</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum distance this mob can be away to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob has to be visible to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">reevaluate_description</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the running speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the walking speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.follow_mob">minecraft:behavior.follow_mob</p></h2>
Allows the mob to follow other mobs.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks it will look for a mob to follow</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks this mob stops from the mob it is following</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.follow_owner">minecraft:behavior.follow_owner</p></h2>
Allows a mob to follow the player that owns it.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_teleport</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines if the mob will teleport to its owner when too far away.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ignore_vibration</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines if the mob should disregard following its owner after detecting a recent vibration.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">60.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum distance the mob can be from its owner to start following it. Applicable only when "can_teleport" is set to false.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">post_teleport_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">"stop_distance" + 1</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines how far (in blocks) the entity will be from its owner after teleporting. If not specified, it defaults to "stop_distance" + 1, allowing the entity to seamlessly resume navigation.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum distance the mob must be from its owner to start following it.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance at which the mob will stop following its owner.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.follow_parent">minecraft:behavior.follow_parent</p></h2>
Allows the mob to follow their parent around.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.follow_target_captain">minecraft:behavior.follow_target_captain</p></h2>
Allows mob to move towards its current target captain.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">follow_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the distance in blocks the mob will stay from its target while following.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the maximum distance in blocks a mob can get from its target captain before giving up trying to follow it.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.go_and_give_items_to_noteblock">minecraft:behavior.go_and_give_items_to_noteblock</p></h2>
The entity will attempt to toss the items from its inventory to a nearby recently played noteblock.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">listen_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the time an entity should continue delivering items to a noteblock after hearing it.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_item_throw</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when this mob throws items.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reach_block_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the desired distance to be reached before throwing the items towards the block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">run_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the entity's speed when running toward the block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">throw_force</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.200000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the throw force.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">throw_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sound to play when this mob throws an item.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">vertical_throw_mul</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.500000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the vertical throw multiplier that is applied on top of the throw force in the vertical direction.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.go_and_give_items_to_owner">minecraft:behavior.go_and_give_items_to_owner</p></h2>
The entity will attempt to toss the items from its inventory to its owner.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_item_throw</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when this mob throws items.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reach_mob_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the desired distance to be reached before giving items to owner.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">run_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the entity's speed when running toward the owner.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">throw_force</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.200000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the throw force.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">throw_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">item_thrown</td>
<td style="border-style:solid; border-width:2; padding:8px">Sound to play when this mob throws an item.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">vertical_throw_mul</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.500000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the vertical throw multiplier that is applied on top of the throw force in the vertical direction.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.go_home">minecraft:behavior.go_home</p></h2>
Allows the mob to move back to the position they were spawned.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">calculate_new_path_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that the mob is considered close enough to the end of the current path. A new path will then be calculated to continue toward home.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.50</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_failed</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when this goal fails.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_home</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when this mob gets home.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.guardian_attack">minecraft:behavior.guardian_attack</p></h2>
Allows this entity to use a laser beam attack. Can only be used by Guardians and Elder Guardians.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">elder_extra_magic_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of additional damage dealt from an elder guardian's magic attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hard_mode_extra_magic_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">In hard difficulty, amount of additional damage dealt from a guardian's magic attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">magic_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of damage dealt from a guardian's magic attack. Magic attack damage is added to the guardian's base attack damage.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3</td>
<td style="border-style:solid; border-width:2; padding:8px">Guardian attack behavior stops if the target is closer than this distance (doesn't apply to elders).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_delay_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to wait after starting an attack before playing the guardian attack sound.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">x_max_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">90</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_max_head_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">90</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.harvest_farm_block">minecraft:behavior.harvest_farm_block</p></h2>
Allows the entity to search within an area for farmland with air above it. If found, the entity will replace the air block by planting a seed item from its inventory on the farmland block. This goal requires "minecraft:inventory" and "minecraft:navigation" to execute. This goal will not execute if the entity does not have an item in its inventory.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.50</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the entity considers it has reached it's target position. </br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_seconds_before_search</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum amount of time in seconds that the goal can take before searching for the first harvest block. The time is chosen between 0 and this number.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_cooldown_max_seconds</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum amount of time in seconds that the goal can take before searching again, after failing to find a a harvest block already. The time is chosen between 0 and this number.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of randomly selected blocks each tick that the entity will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The Height in blocks the entity will search within to find a valid target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks the entity will search within to find a valid target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">seconds_until_new_task</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of time in seconds that the goal will cooldown after a successful reap/sow, before it can start again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.50</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the entity when using this Goal.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.hide">minecraft:behavior.hide</p></h2>
Allows a mob with the hide component to attempt to move to - and hide at - an owned or nearby POI.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time in seconds that the mob reacts.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">poi_type</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Defines what POI type to hide at.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">timeout_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The cooldown time in seconds before the goal can be reused after a internal failure or timeout condition.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.hold_ground">minecraft:behavior.hold_ground</p></h2>
The mob freezes and looks at the mob they are targeting.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether to broadcast out the mob's target to other mobs of the same type.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">Range in blocks for how far to broadcast.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum distance the target must be for the mob to run this goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when target is within the radius. This event is broadcasted if broadcast is true.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.hurt_by_target">minecraft:behavior.hurt_by_target</p></h2>
Allows the mob to target another mob that hurts them.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">alert_same_type</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, nearby mobs of the same type will be alerted about the damage</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entity types that this mob can target when hurt by them</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum distance this mob can be away to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob has to be visible to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">reevaluate_description</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the running speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the walking speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hurt_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will hurt its owner and other mobs with the same owner as itself</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.inspect_bookshelf">minecraft:behavior.inspect_bookshelf</p></h2>
Allows the mob to inspect bookshelves.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of blocks each tick that the mob will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The height that the mob will search for bookshelves</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks the mob will look for books to inspect</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.investigate_suspicious_location">minecraft:behavior.investigate_suspicious_location</p></h2>
Allows this entity to move towards a "suspicious" position based on data gathered in minecraft:suspect_tracking</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the entity considers it has reached it's target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.jump_around_target">minecraft:behavior.jump_around_target</p></h2>
Allows an entity to jump around a target.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">check_collision</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Enables collision checks when calculating the jump. Setting check_collision to true may affect performance and should be used with care.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_bounding_box_scale</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.700000</td>
<td style="border-style:solid; border-width:2; padding:8px">Scaling temporarily applied to the entity's AABB bounds when jumping. A smaller bounding box reduces the risk of collisions during the jump. When check_collision is true it also increases the chance of being able to jump when close to obstacles.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Conditions that need to be met for the behavior to start.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_angles</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px">[ 40.0, 55.0, 60.0, 75.0, 80.0 ]</td>
<td style="border-style:solid; border-width:2; padding:8px">The jump angles in float degrees that are allowed when performing the jump. The order in which the angles are chosen is randomized.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_cooldown_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.500000</td>
<td style="border-style:solid; border-width:2; padding:8px">The time in seconds to spend in cooldown before this goal can be used again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_cooldown_when_hurt_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.100000</td>
<td style="border-style:solid; border-width:2; padding:8px">The time in seconds to spend in cooldown after being hurt before this goal can be used again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">landing_distance_from_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[4.000000, 8.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">The range deciding how close to and how far away from the target the landing position can be when jumping.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">landing_position_spread_degrees</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">90</td>
<td style="border-style:solid; border-width:2; padding:8px">This angle (in degrees) is used for controlling the spread when picking a landing position behind the target. A zero spread angle means the landing position will be straight behind the target with no variance. A 90 degree spread angle means the landing position can be up to 45 degrees to the left and to the right of the position straight behind the target's view direction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">last_hurt_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">If the entity was hurt within these last seconds, the jump_cooldown_when_hurt_duration will be used instead of jump_cooldown_duration.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">line_of_sight_obstruction_height_ignore</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">If the entity's line of sight towards its target is obstructed by an obstacle with a height below this number, the obstacle will be ignored, and the goal will try to find a valid landing position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_jump_velocity</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.400000</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum velocity a jump can be performed at.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">prepare_jump_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.500000</td>
<td style="border-style:solid; border-width:2; padding:8px">The time in seconds to spend preparing for the jump.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">required_vertical_space</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of blocks above the entity's head that has to be air for this goal to be usable.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">snap_to_surface_block_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of blocks above and below from the jump target position that will be checked to find a surface to land on.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">valid_distance_to_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[4.000000, 20.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Target needs to be within this range for the jump to happen.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.jump_to_block">minecraft:behavior.jump_to_block</p></h2>
Allows an entity to jump to another random block.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[10, 20]</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum and maximum cooldown time-range (positive, in seconds) between each attempted jump.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">forbidden_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Blocks that the mob can't jump to.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_velocity</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.500000</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum velocity with which the mob can jump.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minimum_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum distance (in blocks) from the mob to a block, in order to consider jumping to it.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minimum_path_length</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum length (in blocks) of the mobs path to a block, in order to consider jumping to it.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">preferred_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Blocks that the mob prefers jumping to.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">preferred_blocks_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Chance (between 0.0 and 1.0) that the mob will jump to a preferred block, if in range. Only matters if preferred blocks are defined.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">scale_factor</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.700000</td>
<td style="border-style:solid; border-width:2; padding:8px">The scalefactor of the bounding box of the mob while it is jumping.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">The height (in blocks, in range [2, 15]) of the search box, centered around the mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_width</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">8</td>
<td style="border-style:solid; border-width:2; padding:8px">The width (in blocks, in range [2, 15]) of the search box, centered around the mob.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.knockback_roar">minecraft:behavior.knockback_roar</p></h2>
Allows the mob to perform a damaging knockback that affects all nearby entities.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">The delay after which the knockback occurs (in seconds).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.10</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) the mob has to wait before using the goal again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions another entity must meet to be a valid target to apply damage to.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The max duration of the roar (in seconds).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">6</td>
<td style="border-style:solid; border-width:2; padding:8px">The damage dealt by the knockback roar.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions another entity must meet to be a valid target to apply knockback to.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_height_cap</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.40</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum height for vertical knockback.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_horizontal_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">The strength of the horizontal knockback.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">The radius (in blocks) of the knockback effect.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_vertical_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">The strength of the vertical knockback.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_roar_end</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event that is triggered when the roar ends.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.lay_down">minecraft:behavior.lay_down</p></h2>
Allows mobs to lay down at times</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">A random value to determine at what intervals something can occur. This has a 1/interval chance to choose this goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_stop_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">a random value in which the goal can use to pull out of the behavior. This is a 1/interval chance to play the sound</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.lay_egg">minecraft:behavior.lay_egg</p></h2>
Allows the mob to lay an egg block on certain types of blocks if the mob is pregnant.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">allow_laying_from_below</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the mob to lay its eggs from below the target if it can't get there. This is useful if the target block is water with air above, since mobs may not be able to get to the air block above water.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">egg_type</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:turtle_egg</td>
<td style="border-style:solid; border-width:2; padding:8px">Block type for the egg to lay. If this is a turtle egg, the number of eggs in the block is randomly set.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lay_egg_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">lay_egg</td>
<td style="border-style:solid; border-width:2; padding:8px">Name of the sound event played when laying the egg. Defaults to lay_egg, which is used for Turtles.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lay_seconds</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">Duration of the laying egg process in seconds.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_lay</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when this mob lays the egg.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Height in blocks the mob will look for a target block to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks it will look for a target block to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px">[ minecraft:sand ]</td>
<td style="border-style:solid; border-width:2; padding:8px">Blocks that the mob can lay its eggs on top of.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_materials_above_block</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px">[ Air ]</td>
<td style="border-style:solid; border-width:2; padding:8px">Types of materials that can exist above the target block. Valid types are Air, Water, and Lava.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">use_default_animation</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Specifies if the default lay-egg animation should be played when the egg is placed or not.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.leap_at_target">minecraft:behavior.leap_at_target</p></h2>
Allows monsters to jump at and attack their target. Can only be used by hostile mobs.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_be_on_ground</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will only jump at its target if its on the ground. Setting it to false will allow it to jump even if its already in the air</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the actor to be set to persist upon targeting a player</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">yd</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The height in blocks the mob jumps when leaping at its target</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.look_at_entity">minecraft:behavior.look_at_entity</p></h2>
Allows the mob to look at nearby entities.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">The angle in degrees that the mob can see in the Y-axis (up-down).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_vertical</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">The angle in degrees that the mob can see in the X-axis (left-right).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Filter to determine the conditions for this mob to look at the entity</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks from which the entity will look at the nearest entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">Time range to look at the nearest entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">The probability of looking at the target. A value of 1.00 is 100%.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.look_at_player">minecraft:behavior.look_at_player</p></h2>
Allows the mob to look at the player when the player is nearby.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">The angle in degrees that the mob can see in the Y-axis (up-down).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_vertical</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">The angle in degrees that the mob can see in the X-axis (left-right).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks from which the entity will look at the nearest player.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">Time range to look at the nearest player.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">The probability of looking at the target. A value of 1.00 is 100%.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.look_at_target">minecraft:behavior.look_at_target</p></h2>
Allows the mob to look at the entity they are targetting.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">The angle in degrees that the mob can see in the Y-axis (up-down).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_vertical</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">The angle in degrees that the mob can see in the X-axis (left-right).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks from which the entity will look at this mob's current target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">Time range to look at this mob's current target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">The probability of looking at the target. A value of 1.00 is 100%.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.look_at_trading_player">minecraft:behavior.look_at_trading_player</p></h2>
Allows the mob to look at the player they are trading with.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">The angle in degrees that the mob can see in the Y-axis (up-down).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_vertical</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">The angle in degrees that the mob can see in the X-axis (left-right).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks from which the entity will look at the player this mob is trading with.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">Time range to look at the player this mob is trading with.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">The probability of looking at the target. A value of 1.00 is 100%.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.make_love">minecraft:behavior.make_love</p></h2>
Allows the villager to look for a mate to spawn other villagers with. Can only be used by Villagers.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.melee_attack">minecraft:behavior.melee_attack</p></h2>
Allows an entity to deal damage through a melee attack.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_once</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the entity to use this attack behavior, only once EVER.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_types</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the entity types this entity will attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_spread_on_fire</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If the entity is on fire, this allows the entity's target to catch on fire after being hit.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Cooldown time (in seconds) between attacks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inner_boundary_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.25</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when the target is beyond the "path_inner_boundary".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Unused. No effect on "minecraft:behavior.melee_attack".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_path_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.55</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum base time (in seconds) to recalculate new attack path to target (before increases applied).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">melee_fov</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">90</td>
<td style="border-style:solid; border-width:2; padding:8px">Field of view (in degrees) when using the sensing component to detect an attack target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_path_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum base time (in seconds) to recalculate new attack path to target (before increases applied).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the event to trigger when this entity successfully attacks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">outer_boundary_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when the target is beyond the "path_outer_boundary".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_fail_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.75</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when this entity cannot move along the current path.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_inner_boundary</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance at which to increase attack path recalculation by "inner_boundary_tick_increase".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_outer_boundary</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">32</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance at which to increase attack path recalculation by "outer_boundary_tick_increase".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_stop_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">This entity will have a 1 in N chance to stop it's current attack, where N = "random_stop_interval".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reach_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Used with the base size of the entity to determine minimum target-distance before trying to deal attack damage.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">require_complete_path</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Toggles (on/off) the need to have a full path from the entity to the target when using this melee attack behavior.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the actor to be set to persist upon targeting a player</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">This multiplier modifies the attacking entity's speed when moving toward the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">N/a</td>
<td style="border-style:solid; border-width:2; padding:8px">Unused. No effect on "minecraft:behavior.melee_attack".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">track_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the entity to track the attack target, even if the entity has no sensing.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">x_max_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_max_head_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.melee_box_attack">minecraft:behavior.melee_box_attack</p></h2>
Allows an entity to deal damage through a melee attack with reach calculations based on bounding boxes.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_once</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the entity to use this attack behavior, only once EVER.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_types</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the entity types this entity will attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_spread_on_fire</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If the entity is on fire, this allows the entity's target to catch on fire after being hit.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Cooldown time (in seconds) between attacks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">horizontal_reach</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.8</td>
<td style="border-style:solid; border-width:2; padding:8px">The attack reach of the mob will be a box with the size of the mobs bounds increased by this value in all horizontal directions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inner_boundary_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.25</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when the target is beyond the "path_inner_boundary".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Unused. No effect on "minecraft:behavior.melee_attack".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_path_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.55</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum base time (in seconds) to recalculate new attack path to target (before increases applied).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">melee_fov</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">90</td>
<td style="border-style:solid; border-width:2; padding:8px">Field of view (in degrees) when using the sensing component to detect an attack target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_path_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum base time (in seconds) to recalculate new attack path to target (before increases applied).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the event to trigger when this entity successfully attacks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">outer_boundary_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when the target is beyond the "path_outer_boundary".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_fail_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.75</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when this entity cannot move along the current path.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_inner_boundary</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance at which to increase attack path recalculation by "inner_boundary_tick_increase".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_outer_boundary</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">32</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance at which to increase attack path recalculation by "outer_boundary_tick_increase".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_stop_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">This entity will have a 1 in N chance to stop it's current attack, where N = "random_stop_interval".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">require_complete_path</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Toggles (on/off) the need to have a full path from the entity to the target when using this melee attack behavior.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the actor to be set to persist upon targeting a player</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">This multiplier modifies the attacking entity's speed when moving toward the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">N/a</td>
<td style="border-style:solid; border-width:2; padding:8px">Unused. No effect on "minecraft:behavior.melee_attack".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">track_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the entity to track the attack target, even if the entity has no sensing.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">x_max_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_max_head_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.mingle">minecraft:behavior.mingle</p></h2>
Allows an entity to go to the village bell and mingle with other entities</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time in seconds that the entity will chat with another entity</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mingle_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance from its partner that this entity will mingle. If the entity type is not the same as the entity, this value needs to be identical on both entities.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mingle_partner_type</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px">empty</td>
<td style="border-style:solid; border-width:2; padding:8px">The entity type that this entity is allowed to mingle with</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.mount_pathing">minecraft:behavior.mount_pathing</p></h2>
Allows the mob to move around on its own while mounted seeking a target to attack.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance at which this mob wants to be away from its target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">track_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this mob will chase after the target as long as it's a valid target</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.move_around_target">minecraft:behavior.move_around_target</p></h2>
Allows an entity to move around a target. If the entity is too close (i.e. closer than destination range min and height difference limit) it will try to move away from its target. If the entity is too far away from its target it will try to move closer to a random position within the destination range. A randomized amount of those positions will be behind the target, and the spread can be tweaked with 'destination_pos_search_spread_degrees'.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">destination_pos_search_spread_degrees</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">90.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">This angle (in degrees) is used for controlling the spread when picking a destination position behind the target. A zero spread angle means the destination position will be straight behind the target with no variance. A 90 degree spread angle means the destination position can be up to 45 degrees to the left and to the right of the position straight behind the target's view direction..</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">destination_position_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[4.000000, 8.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">The range of distances from the target entity within which the goal should look for a position to move the owner entity to.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Conditions that need to be met for the behavior to start.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">height_difference_limit</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in height (in blocks) between the owner entity and the target has to be less than this value when owner checks if it is too close and should move away from the target. This value needs to be bigger than zero for the move away logic to trigger.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">horizontal_search_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">Horizontal search distance (in blocks) when searching for a position to move away from target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">movement_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.600000</td>
<td style="border-style:solid; border-width:2; padding:8px">The speed with which the entity should move to its target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">vertical_search_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">Vertical search distance (in blocks) when searching for a position to move away from target.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.move_indoors">minecraft:behavior.move_indoors</p></h2>
Allows this entity to move indoors.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.800000</td>
<td style="border-style:solid; border-width:2; padding:8px">The movement speed modifier to apply to the entity while it is moving indoors.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">timeout_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The cooldown time in seconds before the goal can be reused after pathfinding fails</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.move_outdoors">minecraft:behavior.move_outdoors</p></h2>
Allows this entity to move outdoors.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.500000</td>
<td style="border-style:solid; border-width:2; padding:8px">The radius away from the target block to count as reaching the goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of times to try finding a random outdoors position before failing.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The y range to search for an outdoors position for.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The x and z range to search for an outdoors position for.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.500000</td>
<td style="border-style:solid; border-width:2; padding:8px">The movement speed modifier to apply to the entity while it is moving outdoors.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">timeout_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The cooldown time in seconds before the goal can be reused after pathfinding fails</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.move_through_village">minecraft:behavior.move_through_village</p></h2>
Can only be used by Villagers. Allows the villagers to create paths around the village.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">only_at_night</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will only move through the village during night time</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.move_to_block">minecraft:behavior.move_to_block</p></h2>
Allows mob to move towards a block.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_reach</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run on block reached.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_stay_completed</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run on completing a stay of stay_duration at the block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The height in blocks that the mob will look for the block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks that the mob will look for the block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Chance to start the behavior (applied after each random tick_interval).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stay_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of ticks needed to complete a stay at the block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Block types to move to.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 0, 0]</td>
<td style="border-style:solid; border-width:2; padding:8px">Offset to add to the selected target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_selection_method</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">nearest</td>
<td style="border-style:solid; border-width:2; padding:8px">Kind of block to find fitting the specification. Valid values are "random" and "nearest".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tick_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">Average interval in ticks to try to run this behavior.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.move_to_land">minecraft:behavior.move_to_land</p></h2>
Allows the mob to move back onto land when in water.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of blocks each tick that the mob will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Height in blocks the mob will look for land to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks it will look for land to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.move_to_lava">minecraft:behavior.move_to_lava</p></h2>
Allows the mob to move back into lava when on land.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of blocks each tick that the mob will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Height in blocks the mob will look for lava to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks it will look for lava to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.move_to_liquid">minecraft:behavior.move_to_liquid</p></h2>
Allows the mob to move into a liquid when on land.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">material_type</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">Any</td>
<td style="border-style:solid; border-width:2; padding:8px">The material type of the liquid block to find. Valid values are "Any", "Water", and "Lava".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of blocks each tick that the mob will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Height in blocks the mob will look for the liquid block to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks it will look for the liquid block to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.move_to_poi">minecraft:behavior.move_to_poi</p></h2>
Allows the mob to move to a POI if able to</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">poi_type</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the goal what POI type it should be looking for</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.move_to_random_block">minecraft:behavior.move_to_random_block</p></h2>
Allows mob to move towards a random block.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">16.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the distance from the mob, in blocks, that the block to move to will be chosen.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the distance in blocks the mob has to be from the block for the movement to be finished.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.move_to_village">minecraft:behavior.move_to_village</p></h2>
Allows the mob to move into a random location within a village.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks to search for villages. If <= 0, find the closest village regardless of distance.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.move_to_water">minecraft:behavior.move_to_water</p></h2>
Allows the mob to move back into water when on land.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of blocks each tick that the mob will check within its search range and height for a valid block to move to. A value of 0 will have the mob check every block within range in one tick</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Height in blocks the mob will look for water to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks it will look for water to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.move_towards_dwelling_restriction">minecraft:behavior.move_towards_dwelling_restriction</p></h2>
Allows mobs with the dweller component to move toward their Village area that the mob should be restricted to.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">This multiplier modifies the entity's speed when moving towards it's restriction.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.move_towards_home_restriction">minecraft:behavior.move_towards_home_restriction</p></h2>
Allows mobs with the home component to move toward their pre-defined area that the mob should be restricted to.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">This multiplier modifies the entity's speed when moving towards it's restriction.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.move_towards_target">minecraft:behavior.move_towards_target</p></h2>
Allows mob to move towards its current target.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the radius in blocks that the mob tries to be from the target. A value of 0 means it tries to occupy the same block as the target</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.nap">minecraft:behavior.nap</p></h2>
Allows mobs to occassionally stop and take a nap under certain conditions.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_max</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_min</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mob_detect_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">6.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The block distance in x and z that will be checked for mobs that this mob detects</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mob_detect_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">6.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The block distance in y that will be checked for mobs that this mob detects</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.nearest_attackable_target">minecraft:behavior.nearest_attackable_target</p></h2>
Allows an entity to attack the closest target within a given subset of specific target types.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time range (in seconds) between searching for an attack target, range is in (0, "attack_interval"]. Only used if "attack_interval" is greater than 0, otherwise "scan_interval" is used.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval_min</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Alias for "attack_interval"; provides the same functionality as "attack_interval".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity can attack its owner.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Filters which types of targets are valid for this entity.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Type</th> <th style="border-style:solid; border-width:3;">Default Value</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">filters</td>
<td style="border-style:solid; border-width:3; padding:7px">Minecraft Filter</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">Conditions that make this target a valid type.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">max_dist</td>
<td style="border-style:solid; border-width:3; padding:7px">Decimal</td>
<td style="border-style:solid; border-width:3; padding:7px">16</td>
<td style="border-style:solid; border-width:3; padding:7px">To be a valid target choice, the target type cannot be farther away from this entity than "max_dist".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">must_see</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">false</td>
<td style="border-style:solid; border-width:3; padding:7px">Determines if target-validity requires this entity to be in range only, or both in range and in sight.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">3.0</td>
<td style="border-style:solid; border-width:3; padding:7px">Time (in seconds) the target must not be seen by this entity to become invalid. Used only if "must_see" is true.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">reevaluate_description</td>
<td style="border-style:solid; border-width:3; padding:7px">Boolean</td>
<td style="border-style:solid; border-width:3; padding:7px">false</td>
<td style="border-style:solid; border-width:3; padding:7px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_reach</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity requires a path to the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines if target-validity requires this entity to be in range only, or both in range and in sight.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) the target must not be seen by this entity to become invalid. Used only if "must_see" is true.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">persist_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) this entity can continue attacking the target after the target is no longer valid.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reselect_targets</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the attacking entity to update the nearest target, otherwise a target is only reselected after each "scan_interval" or "attack_interval".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">scan_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">If "attack_interval" is 0 or isn't declared, then between attacks: scanning for a new target occurs every amount of ticks equal to "scan_interval", minimum value is 1. Values under 10 can affect performance.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the actor to be set to persist upon targeting a player</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_invisible_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.70</td>
<td style="border-style:solid; border-width:2; padding:8px">Multiplied with the target's armor coverage percentage to modify "max_dist" when detecting an invisible target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">-1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum vertical target-search distance, if it's greater than the target type's "max_dist". A negative value defaults to "entity_types" greatest "max_dist".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_sneak_visibility_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.80</td>
<td style="border-style:solid; border-width:2; padding:8px">Multiplied with the target type's "max_dist" when trying to detect a sneaking target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance this entity can be from the target when following it, otherwise the target becomes invalid. This value is only used if the entity doesn't declare "minecraft:follow_range".</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.nearest_prioritized_attackable_target">minecraft:behavior.nearest_prioritized_attackable_target</p></h2>
Allows the mob to check for and pursue the nearest valid target.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds before selecting a target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entity types that this mob considers valid targets</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum distance this mob can be away to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob has to be visible to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">reevaluate_description</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the running speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the walking speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_reach</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, only entities that this mob can path to can be selected as targets</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, only entities in this mob's viewing range can be selected as targets</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">persist_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds for a valid target to stay targeted when it becomes and invalid target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">priority</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Specifies the priority in which filtered enemy types should be attacked. Lower number means higher priority.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reselect_targets</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the target will change to the current closest entity whenever a different entity is closer</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">scan_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">How many ticks to wait between scanning for a target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the actor to be set to persist upon targeting a player</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">-1.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">Height in blocks to search for a target mob. -1.0f means the height does not matter.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that the target can be within to launch an attack</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.ocelot_sit_on_block">minecraft:behavior.ocelot_sit_on_block</p></h2>
Allows to mob to be able to sit in place like the ocelot.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.ocelotattack">minecraft:behavior.ocelotattack</p></h2>
Allows an entity to attack by sneaking and pouncing.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) between attacks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">15</td>
<td style="border-style:solid; border-width:2; padding:8px">Max distance from the target, this entity will use this attack behavior.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_sneak_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">15</td>
<td style="border-style:solid; border-width:2; padding:8px">Max distance from the target, this entity starts sneaking.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_sprint_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">Max distance from the target, this entity starts sprinting (sprinting takes priority over sneaking).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reach_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Used with the base size of the entity to determine minimum target-distance before trying to deal attack damage.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sneak_speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.6</td>
<td style="border-style:solid; border-width:2; padding:8px">Modifies the attacking entity's movement speed while sneaking.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.33</td>
<td style="border-style:solid; border-width:2; padding:8px">Modifies the attacking entity's movement speed while sprinting.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.8</td>
<td style="border-style:solid; border-width:2; padding:8px">Modifies the attacking entity's movement speed when not sneaking or sprinting, but still within attack range.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">x_max_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_max_head_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.offer_flower">minecraft:behavior.offer_flower</p></h2>
Allows the mob to offer a flower to another mob with the minecraft:take_flower behavior.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">chance_to_start</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance that the mob will start this goal from 0.0 to 1.0 (where 1.0 = 100%).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Conditions that need to be met for the behavior to start.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_head_rotation_y</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_offer_flower_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">20.00</td>
<td style="border-style:solid; border-width:2; padding:8px">The max amount of time (in seconds) that the mob will offer the flower for before exiting the Goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_rotation_x</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_area</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[6, 2, 6]</td>
<td style="border-style:solid; border-width:2; padding:8px">The dimensions of the AABB used to search for a potential mob to offer flower to.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.open_door">minecraft:behavior.open_door</p></h2>
Allows the mob to open doors. Requires the mob to be able to path through doors, otherwise the mob won't even want to try opening them.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">close_door_after</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will close the door after opening it and going through it</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.owner_hurt_by_target">minecraft:behavior.owner_hurt_by_target</p></h2>
Allows the mob to target another mob that hurts their owner.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entity types that this mob can target if they hurt their owner</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum distance this mob can be away to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob has to be visible to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">reevaluate_description</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the running speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the walking speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
</table>
</td>
</tr>
</table>
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<h2><p id="minecraft:behavior.owner_hurt_target">minecraft:behavior.owner_hurt_target</p></h2>
Allows the mob to target a mob that is hurt by their owner.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entity types that this entity can target if the potential target is hurt by this mob's owner</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum distance this mob can be away to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob has to be visible to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">reevaluate_description</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the running speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the walking speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
</table>
</td>
</tr>
</table>
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<h2><p id="minecraft:behavior.panic">minecraft:behavior.panic</p></h2>
Allows the mob to enter the panic state, which makes it run around and away from the damage source that made it enter this state.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_sources</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px">[campfire, fire, fire_tick, freezing, lava, lightning, magma, soul_campfire, temperature, entity_attack, entity_explosion, fireworks, magic, projectile, ram_attack, sonic_boom, wither, mace_smash]</td>
<td style="border-style:solid; border-width:2; padding:8px">The list of Entity Damage Sources that will cause this mob to panic</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">force</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this mob will not stop panicking until it can't move anymore or the goal is removed from it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ignore_mob_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will not panic in response to damage from other mobs. This overrides the damage types in "damage_sources"</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">prefer_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will prefer water over land</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.peek">minecraft:behavior.peek</p></h2>
Allows the mob to peek out. This is what the shulker uses to look out of its shell.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.pet_sleep_with_owner">minecraft:behavior.pet_sleep_with_owner</p></h2>
Allows the pet mob to move onto a bed with its owner while sleeping.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Height in blocks from the owner the pet can be to sleep with owner.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks from the owner the pet can be to sleep with owner.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.pickup_items">minecraft:behavior.pickup_items</p></h2>
Allows the mob to pick up items on the ground.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pickup_any_item</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob can pickup any item</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pickup_to_hand_or_equipment</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob can pickup items to its hand or armor slots</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">excluded_items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of items this mob will not pick up</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance this mob will look for items to pick up</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pickup_based_on_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, depending on the difficulty, there is a random chance that the mob may not be able to pickup items</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">track_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this mob will chase after the target as long as it's a valid target</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.play">minecraft:behavior.play</p></h2>
Allows the mob to play with other mobs by chasing each other and moving around randomly.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">chance_to_start</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance that the mob will start this goal, from 0 to 1.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">follow_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance (in blocks) that the mob tries to be in range of the friend it's following.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">friend_search_area</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[6, 3, 6]</td>
<td style="border-style:solid; border-width:2; padding:8px">The dimensions of the AABB used to search for a potential friend to play with.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">friend_types</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The entity type(s) to consider when searching for a potential friend to play with.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_play_duration_seconds</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">50.00</td>
<td style="border-style:solid; border-width:2; padding:8px">The max amount of seconds that the mob will play for before exiting the Goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_pos_search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">3</td>
<td style="border-style:solid; border-width:2; padding:8px">The height (in blocks) that the mob will search within to find a random position position to move to. Must be at least 1.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_pos_search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance (in blocks) on ground that the mob will search within to find a random position to move to. Must be at least 1.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.play_dead">minecraft:behavior.play_dead</p></h2>
Allows this entity to pretend to be dead to avoid being targeted by attackers.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">apply_regeneration</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether the mob will receive the regeneration effect while playing dead.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_sources</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px">all</td>
<td style="border-style:solid; border-width:2; padding:8px">The list of Entity Damage Sources that will cause this mob to play dead.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of time the mob will remain playing dead (in seconds).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of other triggers that are required for the mob to activate play dead</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">force_below_health</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of health at which damage will cause the mob to play dead.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_damage_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 0]</td>
<td style="border-style:solid; border-width:2; padding:8px">The range of damage that may cause the goal to start depending on randomness. Damage taken below the min will never cause the goal to start. Damage taken above the max will always cause the goal to start.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_start_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The likelihood of this goal starting upon taking damage.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.player_ride_tamed">minecraft:behavior.player_ride_tamed</p></h2>
Allows the mob to be ridden by the player after being tamed.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.raid_garden">minecraft:behavior.raid_garden</p></h2>
Allows the mob to eat/raid crops out of farms until they are full.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Blocks that the mob is looking for to eat/raid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">eat_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds between each time it eats/raids</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">full_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">100</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time in seconds before this mob wants to eat/raid again after eating its maximum</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">initial_eat_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds before starting to eat/raid once it arrives at it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_to_eat</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">6</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum number of crops this entity wants to eat/raid. If set to zero or less then it doesn't have a maximum</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks the mob will look for crops to eat</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.ram_attack">minecraft:behavior.ram_attack</p></h2>
Allows this entity to damage a target by using a running attack.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">baby_knockback_modifier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.333333</td>
<td style="border-style:solid; border-width:2; padding:8px">The modifier to knockback that babies have.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[10, 20]</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum and maximum cooldown time-range (positive, in seconds) between each attempted ram attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_force</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The force of the knockback of the ram attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.100000</td>
<td style="border-style:solid; border-width:2; padding:8px">The height of the knockback of the ram attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_ram_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum distance at which the mob can start a ram attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_start</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to trigger when attacking</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pre_ram_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The sound to play when an entity is about to perform a ram attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ram_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance at which the mob start to run with ram speed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ram_impact_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The sound to play when an entity is impacting on a ram attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ram_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the entity's speed when charging toward the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">run_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the entity's speed when running toward the target.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.random_breach">minecraft:behavior.random_breach</p></h2>
Allows the mob to randomly break surface of the water.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.random_fly">minecraft:behavior.random_fly</p></h2>
Allows a mob to randomly fly around.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_land_on_trees</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob can stop flying and land on a tree instead of the ground</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.random_hover">minecraft:behavior.random_hover</p></h2>
Allows the mob to hover around randomly, close to the surface</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hover_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The height above the surface which the mob will try to maintain</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Height in blocks to add to the selected target position</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.random_look_around">minecraft:behavior.random_look_around</p></h2>
Allows the mob to randomly look around.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">The range of time in seconds the mob will stay looking in a random direction before looking elsewhere</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">The rightmost angle a mob can look at on the horizontal plane with respect to its initial facing direction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-30</td>
<td style="border-style:solid; border-width:2; padding:8px">The leftmost angle a mob can look at on the horizontal plane with respect to its initial facing direction.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.random_look_around_and_sit">minecraft:behavior.random_look_around_and_sit</p></h2>
Allows the mob to randomly sit and look around for a duration. Note: Must have a sitting animation set up to use this.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">continue_if_leashed</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If the goal should continue to be used as long as the mob is leashed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">continue_sitting_on_reload</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">The mob will stay sitting on reload.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The rightmost angle a mob can look at on the horizontal plane with respect to its initial facing direction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_look_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">The max amount of unique looks a mob will have while looking around.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">40</td>
<td style="border-style:solid; border-width:2; padding:8px">The max amount of time (in ticks) a mob will stay looking at a direction while looking around.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">-30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The leftmost angle a mob can look at on the horizontal plane with respect to its initial facing direction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_look_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The min amount of unique looks a mob will have while looking around.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">The min amount of time (in ticks) a mob will stay looking at a direction while looking around.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">The probability of randomly looking around/sitting.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_look_around_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The cooldown in seconds before the goal can be used again.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.random_search_and_dig">minecraft:behavior.random_search_and_dig</p></h2>
Allows this entity to locate a random target block that it can path find to. Once found, the entity will move towards it and dig up an item. [Default target block types: Dirt, Grass, Podzol, DirtWithRoots, MossBlock, Mud, MuddyMangroveRoots].</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.000000, 0.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Goal cooldown range in seconds.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">digging_duration_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.000000, 0.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Digging duration in seconds.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">find_valid_position_retries</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of retries to find a valid target position within search range.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.500000</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the entity to considers it has reached it's target position.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">item_table</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">File path relative to the resource pack root for items to spawn list (loot table format).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_digging_start</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when the goal ends searching has begins digging.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_fail_during_digging</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when the goal failed while in digging state.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_fail_during_searching</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when the goal failed while in searching state.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_item_found</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when the goal find a item.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_searching_start</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when the goal starts searching.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_success</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when searching and digging has ended.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range_xz</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Width and length of the volume around the entity used to find a valid target position</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range_y</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Height of the volume around the entity used to find a valid target position</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_item_after_seconds</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Digging duration before spawning item in seconds.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_item_pos_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance to offset the item's spawn location in the direction the mob is facing.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Searching movement speed multiplier.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of target block types the goal will look to dig on. Overrides the default list.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_dig_position_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.250000</td>
<td style="border-style:solid; border-width:2; padding:8px">Dig target position offset from the feet position of the mob in their facing direction.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.random_sitting">minecraft:behavior.random_sitting</p></h2>
Allows the mob to randomly sit for a duration.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_sit_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum amount of time in seconds before the mob can stand back up</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.1</td>
<td style="border-style:solid; border-width:2; padding:8px">This is the chance that the mob will start this goal, from 0 to 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.3</td>
<td style="border-style:solid; border-width:2; padding:8px">This is the chance that the mob will stop this goal, from 0 to 1</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.random_stroll">minecraft:behavior.random_stroll</p></h2>
Allows a mob to randomly stroll around.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.random_swim">minecraft:behavior.random_swim</p></h2>
Allows an entity to randomly move through water</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_surface</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will avoid surface water blocks by swimming below them</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks on ground that the mob will look for a new spot to move to. Must be at least 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that the mob will look up or down for a new spot to move to. Must be at least 1</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.ranged_attack">minecraft:behavior.ranged_attack</p></h2>
Allows an entity to attack by using ranged shots. "charge_shoot_trigger" must be greater than 0 to enable charged up burst-shot attacks. Requires minecraft:shooter to define projectile behaviour.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Alternative to "attack_interval_min" & "attack_interval_max". Consistent reload-time (in seconds), when not using a charged shot. Does not scale with target-distance.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval_max</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum bound for reload-time range (in seconds), when not using a charged shot. Reload-time range scales with target-distance.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval_min</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum bound for reload-time range (in seconds), when not using a charged shot. Reload-time range scales with target-distance.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum distance to target before this entity will attempt to shoot.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_radius_min</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum distance the target can be for this mob to fire. If the target is closer, this mob will move first before firing</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">burst_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) between each individual shot when firing a burst of shots from a charged up attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">burst_shots</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of shots fired every time the attacking entity uses a charged up attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">charge_charged_trigger</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds, then add "charge_shoot_trigger"), before a charged up attack is done charging. Charge-time decays while target is not in sight.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">charge_shoot_trigger</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time (in seconds, then doubled) a charged shot must be charging before reloading burst shots. Charge-time decays while target is not in sight.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ranged_fov</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">90</td>
<td style="border-style:solid; border-width:2; padding:8px">Field of view (in degrees) when using sensing to detect a target for attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the actor to be set to persist upon targeting a player</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">During attack behavior, this multiplier modifies the entity's speed when moving toward the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">swing</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If a swing animation (using variable.attack_time) exists, this causes the actor to swing their arm(s) upon firing the ranged attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_in_sight_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum amount of time (in seconds) the attacking entity needs to see the target before moving toward it.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">x_max_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_max_head_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.receive_love">minecraft:behavior.receive_love</p></h2>
Allows the villager to stop so another villager can breed with it. Can only be used by a Villager.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.restrict_open_door">minecraft:behavior.restrict_open_door</p></h2>
Allows the mob to stay indoors during night time.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.restrict_sun">minecraft:behavior.restrict_sun</p></h2>
Allows the mob to automatically start avoiding the sun when its a clear day out.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.rise_to_liquid_level">minecraft:behavior.rise_to_liquid_level</p></h2>
Allows the mob to stay at a certain level when in liquid.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">liquid_y_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Target distance down from the liquid surface. i.e. Positive values move the target Y down.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">rise_delta</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement up in Y per tick when below the liquid surface.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sink_delta</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement down in Y per tick when above the liquid surface.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.roar">minecraft:behavior.roar</p></h2>
Allows this entity to roar at another entity based on data in minecraft:anger_level. Once the anger threshold specified in minecraft:anger_level has been reached, this entity will roar for the specified amount of time, look at the other entity, apply anger boost towards it, and finally target it.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of time to roar for.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.roll">minecraft:behavior.roll</p></h2>
This allows the mob to roll forward.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">[1.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">The probability that the mob will use the goal.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.run_around_like_crazy">minecraft:behavior.run_around_like_crazy</p></h2>
Allows the mob to run around aimlessly.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.scared">minecraft:behavior.scared</p></h2>
Allows the a mob to become scared when the weather outside is thundering</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The interval in which a sound will play when active in a 1/delay chance to kick off</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.send_event">minecraft:behavior.send_event</p></h2>
Allows the mob to send an event to another mob.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cast_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">Total delay of the steps</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds for the entire event sending process</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_at_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will face the entity it sends an event to</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sequence</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of events to send</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">base_delay</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Amount of time in seconds before starting this step</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">event</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The event to send to the entity</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sound_event</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The sound event to play when this step happens</br></td>
</tr>
</table>
</td>
</tr>
</table>
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<h2><p id="minecraft:behavior.share_items">minecraft:behavior.share_items</p></h2>
Allows the mob to give items it has to others.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entities this mob will share items with</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum distance this mob can be away to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob has to be visible to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">reevaluate_description</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the running speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the walking speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance in blocks this mob will look for entities to share items with</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.silverfish_merge_with_stone">minecraft:behavior.silverfish_merge_with_stone</p></h2>
Allows the mob to go into stone blocks like Silverfish do. Currently it can only be used by Silverfish.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.silverfish_wake_up_friends">minecraft:behavior.silverfish_wake_up_friends</p></h2>
Allows the mob to alert mobs in nearby blocks to come out. Currently it can only be used by Silverfish.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.skeleton_horse_trap">minecraft:behavior.skeleton_horse_trap</p></h2>
Allows Equine mobs to be Horse Traps and be triggered like them, spawning a lightning bolt and a bunch of horses when a player is nearby. Can only be used by Horses, Mules, Donkeys and Skeleton Horses.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time in seconds the trap exists. After this amount of time is elapsed, the trap is removed from the world if it hasn't been activated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that the player has to be within to trigger the horse trap</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.sleep">minecraft:behavior.sleep</p></h2>
Allows mobs that own a bed to in a village to move to and sleep in it.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sleep_while_riding</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob will be able to use the sleep goal if riding something</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sleep_collider_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The height of the mob's collider while sleeping</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sleep_collider_width</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The width of the mob's collider while sleeping</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sleep_y_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The y offset of the mob's collider while sleeping</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">timeout_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The cooldown time in seconds before the goal can be reused after a internal failure or timeout condition</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.slime_attack">minecraft:behavior.slime_attack</p></h2>
Causes the entity to grow tired every once in a while, while attacking.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the actor to be set to persist upon targeting a player</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">During attack behavior, this multiplier modifies the entity's speed when moving toward the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">x_max_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_max_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the Y-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.slime_float">minecraft:behavior.slime_float</p></h2>
Allow slimes to float in water / lava. Can only be used by Slime and Magma Cubes.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_chance_percentage</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.8</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance a slime or magma cube has to jump while in water / lava.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.2</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines the multiplier the entity's speed is modified by when moving through water / lava.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.slime_keep_on_jumping">minecraft:behavior.slime_keep_on_jumping</p></h2>
Allows the entity to continuously jump around like a slime.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines the multiplier this entity's speed is modified by when jumping around.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.slime_random_direction">minecraft:behavior.slime_random_direction</p></h2>
Allows the entity to move in random directions like a slime.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">add_random_time_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">3</td>
<td style="border-style:solid; border-width:2; padding:8px">Additional time (in whole seconds), chosen randomly in the range of [0, "add_random_time_range"], to add to "min_change_direction_time".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_change_direction_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Constant minimum time (in seconds) to wait before choosing a new direction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">turn_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation angle range (in degrees) when randomly choosing a new direction.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.snacking">minecraft:behavior.snacking</p></h2>
Allows the mob to take a load off and snack on food that it found nearby.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Items that we are interested in snacking on</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">snacking_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">7.5</td>
<td style="border-style:solid; border-width:2; padding:8px">The cooldown time in seconds before the mob is able to snack again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">snacking_cooldown_min</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5f</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum time in seconds before the mob is able to snack again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">snacking_stop_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0017</td>
<td style="border-style:solid; border-width:2; padding:8px">This is the chance that the mob will stop snacking, from 0 to 1</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.sneeze">minecraft:behavior.sneeze</p></h2>
Allows the mob to stop and sneeze possibly startling nearby mobs and dropping an item.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drop_item_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The probability that the mob will drop an item when it sneezes.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entity types this mob will startle (cause to jump) when it sneezes.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum distance this mob can be away to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob has to be visible to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">reevaluate_description</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the running speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the walking speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">loot_table</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Loot table to select dropped items from.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">prepare_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sound to play when the sneeze is about to happen.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">prepare_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The time in seconds that the mob takes to prepare to sneeze (while the prepare_sound is playing).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">The probability of sneezing. A value of 1.00 is 100%</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sound to play when the sneeze occurs.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks that mobs will be startled.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.sniff">minecraft:behavior.sniff</p></h2>
Allows this entity to detect the nearest player within "sniffing_radius" and update its "minecraft:suspect_tracking" component state</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[3.0, 10.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">Cooldown range between sniffs in seconds</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Sniffing duration in seconds</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sniffing_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Mob detection radius</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">suspicion_radius_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Mob suspicion horizontal radius. When a player is within this radius horizontally, the anger level towards that player is increased</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">suspicion_radius_vertical</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Mob suspicion vertical radius. When a player is within this radius vertically, the anger level towards that player is increased</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.sonic_boom">minecraft:behavior.sonic_boom</p></h2>
Allows this entity to perform a 'sonic boom' ranged attack</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Cooldown in seconds required after using this attack until the entity can use sonic boom again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Attack damage of the sonic boom.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_range_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">15.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Horizontal range (in blocks) at which the sonic boom can damage the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_range_vertical</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">20.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Vertical range (in blocks) at which the sonic boom can damage the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sound event for the attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">charge_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sound event for the charge up.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Goal duration in seconds</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration_until_attack_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.70</td>
<td style="border-style:solid; border-width:2; padding:8px">Duration in seconds until the attack sound is played.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_height_cap</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Height cap of the attack knockback's vertical delta.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_horizontal_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Horizontal strength of the attack's knockback applied to the attack target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_vertical_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Vertical strength of the attack's knockback applied to the attack target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">This multiplier modifies the attacking entity's speed when moving toward the target.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.squid_dive">minecraft:behavior.squid_dive</p></h2>
Allows the squid to dive down in water. Can only be used by the Squid.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.squid_flee">minecraft:behavior.squid_flee</p></h2>
Allows the squid to swim away. Can only be used by the Squid.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.squid_idle">minecraft:behavior.squid_idle</p></h2>
Allows the squid to swim in place idly. Can only be used by the Squid.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.squid_move_away_from_ground">minecraft:behavior.squid_move_away_from_ground</p></h2>
Allows the squid to move away from ground blocks and back to water. Can only be used by the Squid.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.squid_out_of_water">minecraft:behavior.squid_out_of_water</p></h2>
Allows the squid to stick to the ground when outside water. Can only be used by the Squid.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.stalk_and_pounce_on_target">minecraft:behavior.stalk_and_pounce_on_target</p></h2>
Allows a mob to stalk a target, then once within range pounce onto a target, on success the target will be attacked dealing damage defined by the attack component. On failure, the mob will risk getting stuck</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interest_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of time the mob will be interested before pouncing. This happens when the mob is within range of pouncing</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">leap_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.8</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks the mob jumps in the direction of its target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">leap_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.9</td>
<td style="border-style:solid; border-width:2; padding:8px">The height in blocks the mob jumps when leaping at its target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_stalk_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum distance away a target can be before the mob gives up on stalking</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pounce_max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum distance away from the target in blocks to begin pouncing at the target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the actor to be set to persist upon targeting a player</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stalk_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.2</td>
<td style="border-style:solid; border-width:2; padding:8px">The movement speed in which you stalk your target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">strike_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The max distance away from the target when landing from the pounce that will still result in damaging the target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stuck_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of time the mob will be stuck if they fail and land on a block they can be stuck on</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.stay_near_noteblock">minecraft:behavior.stay_near_noteblock</p></h2>
The entity will attempt to toss the items from its inventory to a nearby recently played noteblock.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">listen_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the time an entity should stay near a noteblock after hearing it.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the entity's speed when moving toward the block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the distance the entity needs to be away from the block to attempt to start the goal.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets the distance from the block the entity will attempt to reach.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.stay_while_sitting">minecraft:behavior.stay_while_sitting</p></h2>
Allows the mob to stay put while it is in a sitting state instead of doing something else.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.stomp_attack">minecraft:behavior.stomp_attack</p></h2>
Allows an entity to attack using stomp AoE damage behavior.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_once</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the entity to use this attack behavior, only once EVER.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_types</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the entity types this entity will attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_spread_on_fire</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If the entity is on fire, this allows the entity's target to catch on fire after being hit.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Cooldown time (in seconds) between attacks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inner_boundary_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.25</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when the target is beyond the "path_inner_boundary".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Unused. No effect on "minecraft:behavior.melee_attack".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_path_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.55</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum base time (in seconds) to recalculate new attack path to target (before increases applied).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_path_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum base time (in seconds) to recalculate new attack path to target (before increases applied).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">no_damage_range_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Multiplied with the final AoE damage range to determine a no damage range. The stomp attack will go on cooldown if target is in this no damage range.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px">N/A</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the event to trigger when this entity successfully attacks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">outer_boundary_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when the target is beyond the "path_outer_boundary".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_fail_time_increase</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.75</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) to add to attack path recalculation when this entity cannot move along the current path.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_inner_boundary</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance at which to increase attack path recalculation by "inner_boundary_tick_increase".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">path_outer_boundary</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">32</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance at which to increase attack path recalculation by "outer_boundary_tick_increase".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_stop_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">This entity will have a 1 in N chance to stop it's current attack, where N = "random_stop_interval".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reach_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Used with the base size of the entity to determine minimum target-distance before trying to deal attack damage.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">require_complete_path</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Toggles (on/off) the need to have a full path from the entity to the target when using this melee attack behavior.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the actor to be set to persist upon targeting a player</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">This multiplier modifies the attacking entity's speed when moving toward the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stomp_range_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Multiplied with the base size of the entity to determine stomp AoE damage range.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">N/a</td>
<td style="border-style:solid; border-width:2; padding:8px">Unused. No effect on "minecraft:behavior.melee_attack".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">track_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Allows the entity to track the attack target, even if the entity has no sensing.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">x_max_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_max_head_rotation</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.stomp_turtle_egg">minecraft:behavior.stomp_turtle_egg</p></h2>
Allows this mob to stomp turtle eggs</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">A random value to determine when to randomly move somewhere. This has a 1/interval chance to choose this goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Height in blocks the mob will look for turtle eggs to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks it will look for turtle eggs to move towards</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.stroll_towards_village">minecraft:behavior.stroll_towards_village</p></h2>
Allows the mob to move into a random location within a village within the search range.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the mob has to wait before using the goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within the mob considers it has reached the goal. This is the "wiggle room" to stop the AI from bouncing back and forth trying to reach a specific spot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks to search for points inside villages. If <= 0, find the closest village regardless of distance.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.1</td>
<td style="border-style:solid; border-width:2; padding:8px">This is the chance that the mob will start this goal, from 0 to 1</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.summon_entity">minecraft:behavior.summon_entity</p></h2>
Allows the mob to attack the player by summoning other entities.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">summon_choices</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of spells for the mob to use to summon entities. Each spell has the following parameters:</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cast_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">Total delay of the steps</td>
<td style="border-style:solid; border-width:1; padding:9px">Time in seconds the spell casting will take</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown_time</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Time in seconds the mob has to wait before using the spell again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">do_casting</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">true</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will do the casting animations and render spell particles</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_activation_range</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">32.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Upper bound of the activation distance in blocks for this spell, must not be negative.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">min_activation_range</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Lower bound of the activation distance in blocks for this spell, must not be negative.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">particle_color</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">The color of the particles for this spell</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sequence</td>
<td style="border-style:solid; border-width:1; padding:9px">List</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">List of steps for the spell. Each step has the following parameters:</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">base_delay</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px">0.0</td>
<td style="border-style:solid; border-width:1; padding:10px">Amount of time in seconds to wait before this step starts</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">delay_per_summon</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px">0.0</td>
<td style="border-style:solid; border-width:1; padding:10px">Amount of time in seconds before each entity is summoned in this step</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">entity_lifespan</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px">-1.0</td>
<td style="border-style:solid; border-width:1; padding:10px">Amount of time in seconds that the spawned entity will be alive for. A value of -1.0 means it will remain alive for as long as it can</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">entity_type</td>
<td style="border-style:solid; border-width:1; padding:10px">String</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">The entity type of the entities we will spawn in this step</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">num_entities_spawned</td>
<td style="border-style:solid; border-width:1; padding:10px">Integer</td>
<td style="border-style:solid; border-width:1; padding:10px">1</td>
<td style="border-style:solid; border-width:1; padding:10px">Number of entities that will be spawned in this step</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">shape</td>
<td style="border-style:solid; border-width:1; padding:10px">String</td>
<td style="border-style:solid; border-width:1; padding:10px">line</td>
<td style="border-style:solid; border-width:1; padding:10px">The base shape of this step. Valid values are circle and line</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">size</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px">1.0</td>
<td style="border-style:solid; border-width:1; padding:10px">The base size of the entity</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">sound_event</td>
<td style="border-style:solid; border-width:1; padding:10px">String</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">The sound event to play for this step</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">summon_cap</td>
<td style="border-style:solid; border-width:1; padding:10px">Integer</td>
<td style="border-style:solid; border-width:1; padding:10px">0</td>
<td style="border-style:solid; border-width:1; padding:10px">Maximum number of summoned entities at any given time</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">summon_cap_radius</td>
<td style="border-style:solid; border-width:1; padding:10px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:10px">0.0</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">target</td>
<td style="border-style:solid; border-width:1; padding:10px">String</td>
<td style="border-style:solid; border-width:1; padding:10px">self</td>
<td style="border-style:solid; border-width:1; padding:10px">The target of the spell. This is where the spell will start (line will start here, circle will be centered here)</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">start_sound_event</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The sound event to play when using this spell</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">weight</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The weight of this spell. Controls how likely the mob is to choose this spell when casting one</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.swell">minecraft:behavior.swell</p></h2>
Allows the creeper to swell up when a player is nearby. It can only be used by Creepers.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0</td>
<td style="border-style:solid; border-width:2; padding:8px">This mob starts swelling when a target is at least this many blocks away</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">This mob stops swelling when a target has moved away at least this many blocks</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.swim_idle">minecraft:behavior.swim_idle</p></h2>
Allows the entity go idle, if swimming. Entity must be in water.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">idle_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time (in seconds) to stay idle.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">success_rate</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.1</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance this entity will go idle, 1.0 = 100%.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.swim_up_for_breath">minecraft:behavior.swim_up_for_breath</p></h2>
Allows the mob to try to move to air once it is close to running out of its total breathable supply. Requires "minecraft:breathable".</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">material_type</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">water</td>
<td style="border-style:solid; border-width:2; padding:8px">The material the mob is traveling in. An air block will only be considered valid to move to with a block of this material below it. Options are: "water", "lava", or "any".</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">The height (in blocks) above the mob's current position that it will search for a valid air block to move to. If a valid block cannot be found, the mob will move to the position this many blocks above it.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">The radius (in blocks) around the mob's current position that it will search for a valid air block to move to.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_mod</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.40</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this Goal.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.swim_wander">minecraft:behavior.swim_wander</p></h2>
Allows the entity to wander around while swimming, when not path-finding.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.00833</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance to start wandering, when not path-finding. 1 = 100%</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_ahead</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance to look ahead for obstacle avoidance, while wandering.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">This multiplier modifies the entity's speed when wandering.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">wander_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time (in seconds) to wander after wandering behavior was successfully started.</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.swim_with_entity">minecraft:behavior.swim_with_entity</p></h2>
Allows the entity follow another entity. Both entities must be swimming [ie, in water].</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">catch_up_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.5</td>
<td style="border-style:solid; border-width:2; padding:8px">The multiplier this entity's speed is modified by when matching another entity's direction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">catch_up_threshold</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">12</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance, from the entity being followed, at which this entity will speed up to reach that entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">chance_to_stop</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0333</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance to stop following the current entity, if they're riding another entity or they're not swimming. 1.0 = 100%</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Filters which types of entities are valid to follow.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">match_direction_threshold</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance, from the entity being followed, at which this entity will try to match that entity's direction</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">Radius around this entity to search for another entity to follow.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.5</td>
<td style="border-style:solid; border-width:2; padding:8px">The multiplier this entity's speed is modified by when trying to catch up to the entity being followed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">state_check_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Time (in seconds) between checks to determine if this entity should catch up to the entity being followed or match the direction of the entity being followed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance, from the entity being followed, at which this entity will stop following that entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">success_rate</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.1</td>
<td style="border-style:solid; border-width:2; padding:8px">Percent chance to start following another entity, if not already doing so. 1.0 = 100%</br></td>
</tr>
</table>
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<h2><p id="minecraft:behavior.swoop_attack">minecraft:behavior.swoop_attack</p></h2>
Allows an entity to attack using swoop attack behavior; Ideal for use with flying mobs. The behavior ends if the entity has a horizontal collision or gets hit.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_reach</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">Added to the base size of the entity, to determine the target's maximum allowable distance, when trying to deal attack damage.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">delay_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[10, 20]</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum and maximum cooldown time-range (in seconds) between each attempted swoop attack.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">During swoop attack behavior, this determines the multiplier the entity's speed is modified by when moving toward the target.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.take_flower">minecraft:behavior.take_flower</p></h2>
Allows the mob to accept flowers from another mob with the minecraft:offer_flower behavior.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Conditions that need to be met for the behavior to start.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_head_rotation_y</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the Y-axis, this entity can rotate its head while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_rotation_x</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum rotation (in degrees), on the X-axis, this entity can rotate while trying to look at the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_wait_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">20.00</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum amount of time (in seconds) for the mob to randomly wait for before taking the flower.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_distance_to_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum distance (in blocks) for the entity to be considered having reached its target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_wait_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">4.00</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum amount of time (in seconds) for the mob to randomly wait for before taking the flower.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_area</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[6, 2, 6]</td>
<td style="border-style:solid; border-width:2; padding:8px">The dimensions of the AABB used to search for a potential mob to take a flower from.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.50</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.teleport_to_owner">minecraft:behavior.teleport_to_owner</p></h2>
Allows an entity to teleport to its owner.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">The time in seconds that must pass for the entity to be able to try to teleport again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Conditions to be satisfied for the entity to teleport to its owner.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.tempt">minecraft:behavior.tempt</p></h2>
Allows the mob to be tempted by food they like.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_get_scared</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob can stop being tempted if the player moves too fast while close to this mob</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_tempt_vertically</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, vertical distance to the player will be considered when tempting.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_tempt_while_ridden</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the mob can be tempted even if it has a passenger (i.e. if being ridden).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of items this mob is tempted by</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">Range of random ticks to wait between tempt sounds.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tempt_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sound to play while the mob is being tempted.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks this mob can get tempted by a player holding an item they like</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.timer_flag_1">minecraft:behavior.timer_flag_1</p></h2>
Fires an event when this behavior starts, then waits for a duration before stopping. When stopping due to that timeout or due to being interrupted by another behavior, fires another event. query.timer_flag_1 will return 1.0 on both the client and server when this behavior is running, and 0.0 otherwise.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[10.000000, 10.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Goal cooldown range in seconds. If specified, the cooldown will have to elapse even before the goal can be selected for the first time.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2.000000, 2.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Goal duration range in seconds.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_end</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when the goal end.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_start</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when the goal starts.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.timer_flag_2">minecraft:behavior.timer_flag_2</p></h2>
Fires an event when this behavior starts, then waits for a duration before stopping. When stopping due to that timeout or due to being interrupted by another behavior, fires another event. query.timer_flag_2 will return 1.0 on both the client and server when this behavior is running, and 0.0 otherwise.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[10.000000, 10.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Goal cooldown range in seconds. If specified, the cooldown will have to elapse even before the goal can be selected for the first time.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2.000000, 2.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Goal duration range in seconds.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_end</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when the goal end.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_start</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when the goal starts.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.timer_flag_3">minecraft:behavior.timer_flag_3</p></h2>
Fires an event when this behavior starts, then waits for a duration before stopping. When stopping due to that timeout or due to being interrupted by another behavior, fires another event. query.timer_flag_3 will return 1.0 on both the client and server when this behavior is running, and 0.0 otherwise.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[10.000000, 10.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Goal cooldown range in seconds. If specified, the cooldown will have to elapse even before the goal can be selected for the first time.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2.000000, 2.000000]</td>
<td style="border-style:solid; border-width:2; padding:8px">Goal duration range in seconds.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_end</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when the goal end.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_start</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event(s) to run when the goal starts.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.trade_interest">minecraft:behavior.trade_interest</p></h2>
Allows the mob to look at a player that is holding a tradable item.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">carried_item_switch_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The max time in seconds that the trader will hold an item before attempting to switch for a different item that takes the same trade</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The time in seconds before the trader can use this goal again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interest_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">45.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The max time in seconds that the trader will be interested with showing its trade items</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">remove_item_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The max time in seconds that the trader will wait when you no longer have items to trade</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks this mob can be interested by a player holding an item they like</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.trade_with_player">minecraft:behavior.trade_with_player</p></h2>
Allows the player to trade with this mob. When the goal starts, it will stop the mob's navigation.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Conditions that need to be met for the behavior to start.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_distance_from_player</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.00</td>
<td style="border-style:solid; border-width:2; padding:8px">The max distance that the mob can be from the player before exiting the goal.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.vex_copy_owner_target">minecraft:behavior.vex_copy_owner_target</p></h2>
Allows the mob to target the same entity its owner is targeting.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entities this mob can copy the owner from</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum distance this mob can be away to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob has to be visible to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">reevaluate_description</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the running speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the walking speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.vex_random_move">minecraft:behavior.vex_random_move</p></h2>
Allows the mob to move around randomly like the Vex.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.wither_random_attack_pos_goal">minecraft:behavior.wither_random_attack_pos_goal</p></h2>
Allows the wither to launch random attacks. Can only be used by the Wither Boss.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.wither_target_highest_damage">minecraft:behavior.wither_target_highest_damage</p></h2>
Allows the wither to focus its attacks on whichever mob has dealt the most damage to it.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entity types the wither takes into account to find who dealt the most damage to it</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of time in seconds that the mob has to wait before selecting a target of the same type again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum distance this mob can be away to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob has to be visible to be a valid choice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Determines the amount of time in seconds that this mob will look for a target before forgetting about it and looking for a new one when the target isn't visible any more</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">reevaluate_description</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the mob will stop being targeted if it stops meeting any conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the running speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">Multiplier for the walking speed. A value of 1.0 means the speed is unchanged</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.work">minecraft:behavior.work</p></h2>
Allows the NPC to use the POI</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">active_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of ticks the NPC will stay in their the work location</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_work_in_rain</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity can work when their jobsite POI is being rained on.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of ticks the goal will be on cooldown before it can be used again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_arrival</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when the mob reaches their jobsite.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_delay_max</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The max interval in which a sound will play.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_delay_min</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The min interval in which a sound will play.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.50</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">work_in_rain_tolerance</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">If "can_work_in_rain" is false, this is the maximum number of ticks left in the goal where rain will not interrupt the goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:behavior.work_composter">minecraft:behavior.work_composter</p></h2>
Allows the NPC to use the composter POI to convert excess seeds into bone meal.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">active_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of ticks the NPC will stay in their the work location</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_interaction_max</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number of times the mob will interact with the composter.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_empty_composter</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines whether the mob can empty a full composter.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_fill_composter</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines whether the mob can add items to a composter given that it is not full.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_work_in_rain</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity can work when their jobsite POI is being rained on.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of ticks the goal will be on cooldown before it can be used again</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items_per_use_max</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number of items which can be added to the composter per block interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_item_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Limits the amount of each compostable item the mob can use. Any amount held over this number will be composted if possible</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_arrival</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when the mob reaches their jobsite.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.50</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement speed multiplier of the mob when using this AI Goal</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">use_block_max</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">200</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum interval in which the mob will interact with the composter.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">use_block_min</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">100</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum interval in which the mob will interact with the composter.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">work_in_rain_tolerance</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">If "can_work_in_rain" is false, this is the maximum number of ticks left in the goal where rain will not interrupt the goal</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<br><br>
<h1><p id="Attributes">Attributes</p></h1>
<h2></h2>
<h2><p id="minecraft:attack">minecraft:attack</p></h2>
Defines an entity's melee attack and any additional effects on it.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Range of the random amount of damage the melee attack deals. A negative value can heal the entity instead of hurting it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Duration in seconds of the status ailment applied to the damaged entity</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect_name</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Identifier of the status ailment to apply to an entity attacked by this entity's melee attack</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:spell_effects">minecraft:spell_effects</p></h2>
Defines what mob effects to add and remove to the entity when adding this component.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">add_effects</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of effects to add to this entity after adding this component</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">effect</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Effect to add to this entity. Includes 'duration' in seconds, 'amplifier' level, 'ambient' if it is to be considered an ambient effect, and 'visible' if the effect should be visible</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">remove_effects</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of identifiers of effects to be removed from this entity after adding this component</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:strength">minecraft:strength</p></h2>
Defines the entity's strength to carry items.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum strength of this entity</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The initial value of the strength</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<br><br>
<h1><p id="Built-in Events">Built-in Events</p></h1>
<h2></h2>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">Name</th> <th style="border-style:solid; border-width:3;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:entity_born</td>
<td style="border-style:solid; border-width:3; padding:7px">Event called on an entity that is spawned through two entities breeding.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:entity_spawned</td>
<td style="border-style:solid; border-width:3; padding:7px">Event called on an entity that is placed in the level.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:entity_transformed</td>
<td style="border-style:solid; border-width:3; padding:7px">Event called on an entity that transforms into another entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:on_prime</td>
<td style="border-style:solid; border-width:3; padding:7px">Event called on an entity whose fuse is lit and is ready to explode.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h1><p id="Components">Components</p></h1>
<h2></h2>
<br><br>
<h2><p id="minecraft:addrider">minecraft:addrider</p></h2>
Adds a rider to the entity. Requires minecraft:rideable.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_type</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The entity type that will be riding this entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The spawn event that will be used when the riding entity is created.</br></td>
</tr>
</table>
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<h2><p id="minecraft:admire_item">minecraft:admire_item</p></h2>
Causes the mob to ignore attackable targets for a given duration.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_after_being_attacked</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Duration, in seconds, for which mob won't admire items if it was hurt</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Duration, in seconds, that the mob is pacified.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:ageable">minecraft:ageable</p></h2>
Adds a timer for the entity to grow up. It can be accelerated by giving the entity the items it likes as defined by feedItems.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drop_items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of items that the entity drops when it grows up.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1200.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time before the entity grows up, -1 for always a baby.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feed_items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of items that can be fed to the entity. Includes 'item' for the item name and 'growth' to define how much time it grows up by.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">grow_up</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when this entity grows up.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interact_filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of conditions to meet so that the entity can be fed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">transform_to_item</td>
<td style="border-style:solid; border-width:2; padding:8px">Item Description Properties</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The feed item used will transform to this item upon successful interaction. Format: itemName:auxValue</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:anger_level">minecraft:anger_level</p></h2>
Allows this entity to track anger towards a set of nuisances</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">anger_decrement_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Anger level will decay over time. Defines how often anger towards all nuisances will be decreased by one</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angry_boost</td>
<td style="border-style:solid; border-width:2; padding:8px">Positive Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">Anger boost applied to angry threshold when mob gets angry</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angry_threshold</td>
<td style="border-style:solid; border-width:2; padding:8px">Positive Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">80</td>
<td style="border-style:solid; border-width:2; padding:8px">Threshold that define when the mob is considered angry at a nuisance</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">default_annoyingness</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The default amount of annoyingness for any given nuisance. Specifies how much to raise anger level on each provocation</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_anger</td>
<td style="border-style:solid; border-width:2; padding:8px">Positive Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">100</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum anger level that can be reached. Applies to any nuisance</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">nuisance_filter</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Filter that is applied to determine if a mob can be a nuisance</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_increase_sounds</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sounds to play when the entity is getting provoked. Evaluated in order. First matching condition wins</br><h5><p id="condition">condition</p></h5>
A Molang expression describing under which conditions to play this sound, given that the entity was provoked</br><a href="#Index">Back to top</a><br><br>
<h5><p id="sound">sound</p></h5>
The sound to play</br><a href="#Index">Back to top</a><br><br>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">remove_targets_below_angry_threshold</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines if the mob should remove target if it falls below 'angry' threshold</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:angry">minecraft:angry</p></h2>
Defines the entity's 'angry' state using a timer.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angry_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The sound event to play when the mob is angry</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_anger</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, other entities of the same entity definition within the broadcastRange will also become angry</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_anger_on_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, other entities of the same entity definition within the broadcastRange will also become angry whenever this mob attacks</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_anger_on_being_attacked</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, other entities of the same entity definition within the broadcastRange will also become angry whenever this mob is attacked</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Conditions that make this entry in the list valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks within which other entities of the same entity definition will become angry</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_targets</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">A list of entity families to broadcast anger to</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">calm_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run after the number of seconds specified in duration expires (when the entity stops being 'angry')</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">25</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of time in seconds that the entity will be angry</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration_delta</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Variance in seconds added to the duration [-delta, delta]</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Filter out mob types that it should not attack while angry (other Piglins)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The range of time in seconds to randomly wait before playing the sound again</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:annotation.break_door">minecraft:annotation.break_door</p></h2>
Allows the actor to break doors assuming that that flags set up for the component to use in navigation</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">break_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">12.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The time in seconds required to break through doors.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_difficulty</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">hard</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum difficulty that the world must be on for this entity to break doors.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:annotation.open_door">minecraft:annotation.open_door</p></h2>
Allows the actor to open doors assuming that that flags set up for the component to use in navigation</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:area_attack">minecraft:area_attack</p></h2>
A component that does damage to entities that get within range.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cause</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The type of damage that is applied to entities that enter the damage range.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Attack cooldown (in seconds) for how often this entity can attack a target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_per_tick</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">How much damage per tick is applied to entities that enter the damage range.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">How close a hostile entity must be to have the damage applied.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_filter</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The set of entities that are valid to apply the damage to when within range.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">play_attack_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">4.94066e-324</td>
<td style="border-style:solid; border-width:2; padding:8px">If the entity should play their attack sound when attacking a target.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:attack_cooldown">minecraft:attack_cooldown</p></h2>
Adds a cooldown to a mob. The intention of this cooldown is to be used to prevent the mob from attempting to aquire new attack targets.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_cooldown_complete_event</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to be run when the cooldown is complete.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.00, 1.00]</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time in seconds for the cooldown. Can be specified as a number or a pair of numbers (min and max).</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:barter">minecraft:barter</p></h2>
Enables the component to drop an item as a barter exchange.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">barter_table</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Loot table that's used to drop a random item.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_after_being_attacked</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Duration, in seconds, for which mob won't barter items if it was hurt</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:block_climber">minecraft:block_climber</p></h2>
Allows the player to detect and maneuver on the scaffolding block.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:block_sensor">minecraft:block_sensor</p></h2>
Fires off a specified event when a block in the block list is broken within the sensor range.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_break</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of blocks to watch for being broken to fire off a specified event. If a block is in multiple lists, multiple events will fire.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sensor_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">16.00</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum radial distance in which a specified block can be detected. The biggest radius is 32.0.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sources</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of sources that break the block to listen for. If none are specified, all block breaks will be detected.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:boostable">minecraft:boostable</p></h2>
Defines the conditions and behavior of a rideable entity's boost.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">boost_items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of items that can be used to boost while riding this entity. Each item has the following properties:</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">damage</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">1</td>
<td style="border-style:solid; border-width:1; padding:9px">This is the damage that the item will take each time it is used.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">item</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Name of the item that can be used to boost.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">replace_item</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The item used to boost will become this item once it is used up.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds for the boost.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.35</td>
<td style="border-style:solid; border-width:2; padding:8px">Factor by which the entity's normal speed increases. E.g. 2.0 means go twice as fast. Requires "format_version" of 1.20 or more, otherwise the value 1.35 will be used.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:boss">minecraft:boss</p></h2>
The current state of the boss for updating the boss HUD.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hud_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">55</td>
<td style="border-style:solid; border-width:2; padding:8px">The max distance from the boss at which the boss's health bar is present on the players screen.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">name</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The name that will be displayed above the boss's health bar.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">should_darken_sky</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether the sky should darken in the presence of the boss.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:break_blocks">minecraft:break_blocks</p></h2>
Specifies the blocks that this entity can break as it moves around.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breakable_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">A list of the blocks that can be broken as this entity moves around</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:breathable">minecraft:breathable</p></h2>
Defines what blocks this entity can breathe in and gives them the ability to suffocate.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breathe_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of blocks this entity can breathe in, in addition to the other "breathes" parameters.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breathes_air</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity can breathe in air.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breathes_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity can breathe in lava.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breathes_solids</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity can breathe in solid blocks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breathes_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity can breathe in water.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">generates_bubbles</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity will have visible bubbles while in water.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inhale_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds to recover breath to maximum.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">non_breathe_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of blocks this entity can't breathe in, in addition to the other "breathes" parameters.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">suffocate_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-20</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds between suffocation damage.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">total_supply</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">15</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds the entity can hold its breath.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:breedable">minecraft:breedable</p></h2>
Defines the way an entity can get into the 'love' state.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">allow_sitting</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, entities can breed while sitting</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blend_attributes</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the entities will blend their attributes in the offspring after they breed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breed_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">60</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds before the Entity can breed again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breed_items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of items that can be used to get the entity into the 'love' state</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breeds_with</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of entity definitions that this entity can breed with.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">baby_type</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The entity definition of this entity's babies.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">breed_event</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Event to run when this entity breeds.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">mate_type</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The entity definition of this entity's mate.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">causes_pregnancy</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the entity will become pregnant instead of spawning a baby.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">deny_parents_variant</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Determines how likely the baby of parents with the same variant will deny that variant and take a random variant within the given range instead.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">chance</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">The percentage chance of denying the parents' variant.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_variant</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">The inclusive maximum of the variant range.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">min_variant</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">The inclusive minimum of the variant range.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">environment_requirements</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of nearby block requirements to get the entity into the 'love' state.</br><h5><p id="blocks">blocks</p></h5>
The block types required nearby for the entity to breed.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="count">count</p></h5>
The number of the required block types nearby for the entity to breed.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="radius">radius</p></h5>
How many blocks radius from the mob's center to search in for the required blocks. Bounded between 0 and 16.</br><a href="#Index">Back to top</a><br><br>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">extra_baby_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Chance that up to 16 babies will spawn between 0.0 and 1.0, where 1.0 is 100%.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inherit_tamed</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the babies will be automatically tamed if its parents are</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">love_filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The filters to run when attempting to fall in love.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mutation_factor</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Determines how likely the babies are to NOT inherit one of their parent's variances. Values are between 0.0 and 1.0, with a higher number meaning more likely to mutate.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">color</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">The percentage chance of a mutation on the entity's color.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">extra_variant</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">The percentage chance of a mutation on the entity's extra variant type.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">variant</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">The percentage chance of a mutation on the entity's variant type.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mutation_strategy</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">Strategy used for mutating variants and extra variants for offspring. Current valid alternatives are 'random' and 'none'.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent_centric_attribute_blending</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px"> [EXPERIMENTAL] List of attributes that should benefit from parent centric attribute blending. For example, horses blend their health, movement, and jump_strength in their offspring.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_extra_variant_mutation_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Range used to determine random extra variant.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_variant_mutation_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Range used to determine random variant.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">require_full_health</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the entity needs to be at full health before it can breed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">require_tame</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the entities need to be tamed first before they can breed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">transform_to_item</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The breed item used will transform to this item upon successful interaction. Format: itemName:auxValue</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:bribeable">minecraft:bribeable</p></h2>
Defines the way an entity can get into the 'bribed' state.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">bribe_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds before the Entity can be bribed again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">bribe_items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of items that can be used to bribe the entity.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:buoyant">minecraft:buoyant</p></h2>
Enables an entity to float on the specified liquid blocks.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">apply_gravity</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Applies gravity each tick. Causes more of a wave simulation, but will cause more gravity to be applied outside liquids.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">base_buoyancy</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Base buoyancy used to calculate how much will a mob float.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">big_wave_probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.03</td>
<td style="border-style:solid; border-width:2; padding:8px">Probability for a big wave hitting the entity. Only used if `simulate_waves` is true.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">big_wave_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Multiplier for the speed to make a big wave. Triggered depending on 'big_wave_probability'.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drag_down_on_buoyancy_removed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">How much an actor will be dragged down when the Buoyancy Component is removed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">liquid_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of blocks this entity can float on. Must be a liquid block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">simulate_waves</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Should the movement simulate waves going through.</br></td>
</tr>
</table>
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<h2><p id="minecraft:burns_in_daylight">minecraft:burns_in_daylight</p></h2>
Specifies if a mob burns in daylight.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:can_join_raid">minecraft:can_join_raid</p></h2>
Determines that this entity can join an existing raid.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:celebrate_hunt">minecraft:celebrate_hunt</p></h2>
Specifies hunt celebration behaviour.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, celebration will be broadcasted to other entities in the radius.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">celeberation_targets</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions that target of hunt must satisfy to initiate celebration.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">celebrate_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The sound event to play when the mob is celebrating</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">Duration, in seconds, of celebration</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">If broadcast is enabled, specifies the radius in which it will notify other entities for celebration.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The range of time in seconds to randomly wait before playing the sound again</br></td>
</tr>
</table>
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<h2><p id="minecraft:collision_box">minecraft:collision_box</p></h2>
Sets the width and height of the Entity's collision box.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">height</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Height of the collision box in blocks. A negative value will be assumed to be 0.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">width</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Width of the collision box in blocks. A negative value will be assumed to be 0.</br></td>
</tr>
</table>
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<h2><p id="minecraft:combat_regeneration">minecraft:combat_regeneration</p></h2>
Gives Regeneration I and removes Mining Fatigue from the mob that kills the Actor's attack target.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">apply_to_family</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines if the mob will grant mobs of the same type combat buffs if they kill the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">apply_to_self</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines if the mob will grant itself the combat buffs if it kills the target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">regeneration_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">The duration in seconds of Regeneration I added to the mob.</br></td>
</tr>
</table>
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<h2><p id="minecraft:conditional_bandwidth_optimization">minecraft:conditional_bandwidth_optimization</p></h2>
Defines the Conditional Spatial Update Bandwidth Optimizations of this entity.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">conditional_values</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The object containing the conditional bandwidth optimization values.</br><h5><p id="conditional_values">conditional_values</p></h5>
Conditions that must be met for these optimization values to be used.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="max_dropped_ticks">max_dropped_ticks</p></h5>
In relation to the optimization value, determines the maximum ticks spatial update packets can be not sent.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="max_optimized_distance">max_optimized_distance</p></h5>
The maximum distance considered during bandwidth optimizations. Any value below the max is interpolated to find optimization, and any value greater than or equal to this max results in max optimization.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="use_motion_prediction_hints">use_motion_prediction_hints</p></h5>
When set to true, smaller motion packets will be sent during drop packet intervals, resulting in the same amount of packets being sent as without optimizations but with much less data being sent. This should be used when actors are travelling very quickly or teleporting to prevent visual oddities.</br><a href="#Index">Back to top</a><br><br>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">default_values</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The object containing the default bandwidth optimization values.</br><h5><p id="max_dropped_ticks">max_dropped_ticks</p></h5>
In relation to the optimization value, determines the maximum ticks spatial update packets can be not sent.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="max_optimized_distance">max_optimized_distance</p></h5>
The maximum distance considered during bandwidth optimizations. Any value below the max is interpolated to find optimization, and any value greater than or equal to this max results in max optimization.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="use_motion_prediction_hints">use_motion_prediction_hints</p></h5>
When set to true, smaller motion packets will be sent during drop packet intervals, resulting in the same amount of packets being sent as without optimizations but with much less data being sent. This should be used when actors are travelling very quickly or teleporting to prevent visual oddities.</br><a href="#Index">Back to top</a><br><br>
</td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:custom_hit_test">minecraft:custom_hit_test</p></h2>
List of hitboxes for melee and ranged hits against the entity.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hitboxes</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Comma seperated list of hitboxes.</br></td>
</tr>
</table>
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<h2><p id="minecraft:damage_over_time">minecraft:damage_over_time</p></h2>
Applies defined amount of damage to the entity at specified intervals.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_per_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of damage caused each hurt.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">time_between_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds between damage.</br></td>
</tr>
</table>
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<h2><p id="minecraft:damage_sensor">minecraft:damage_sensor</p></h2>
Defines what events to call when this entity is damaged by specific entities or items.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">triggers</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of triggers with the events to call when taking specific kinds of damage.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cause</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px">none</td>
<td style="border-style:solid; border-width:1; padding:9px">Type of damage that triggers the events.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">damage_modifier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">A modifier that adds to/removes from the base damage from the damage cause. It does not reduce damage to less than 0.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">damage_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">A multiplier that modifies the base damage from the damage cause. If deals_damage is true the multiplier can only reduce the damage the entity will take to a minimum of 1.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">deals_damage</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">true</td>
<td style="border-style:solid; border-width:1; padding:9px">If true, the damage dealt to the entity will take away health from it, set to false to make the entity ignore that damage.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">on_damage</td>
<td style="border-style:solid; border-width:1; padding:9px">JSON Object</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Specifies filters for entity definitions and events.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">on_damage_sound_event</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Defines what sound to play, if any, when the on_damage filters are met.</br></td>
</tr>
</table>
</td>
</tr>
</table>
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<h2><p id="minecraft:dash">minecraft:dash</p></h2>
Ability for a rideable entity to dash.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">The dash cooldown in seconds. Default value is 1.000000.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">horizontal_momentum</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Horizontal momentum of the dash.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">vertical_momentum</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Vertical momentum of the dash.</br></td>
</tr>
</table>
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<h2><p id="minecraft:despawn">minecraft:despawn</p></h2>
Despawns the Actor when the despawn rules or optional filters evaluate to true.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">despawn_from_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines if "min_range_random_chance" is used in the standard despawn rules</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">despawn_from_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Specifies if the "min_distance" and "max_distance" are used in the standard despawn rules.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_distance</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">128</td>
<td style="border-style:solid; border-width:1; padding:9px">maximum distance for standard despawn rules to instantly despawn the mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">min_distance</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">32</td>
<td style="border-style:solid; border-width:1; padding:9px">minimum distance for standard despawn rules to try to despawn the mob.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">despawn_from_inactivity</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines if the "min_range_inactivity_timer" is used in the standard despawn rules.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">despawn_from_simulation_edge</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines if the mob is instantly despawned at the edge of simulation distance in the standard despawn rules.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions that must be satisfied before the Actor is despawned. If a filter is defined then standard despawn rules are ignored.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_range_inactivity_timer</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of time in seconds that the mob must be inactive.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_range_random_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">800</td>
<td style="border-style:solid; border-width:2; padding:8px">A random chance between 1 and the given value.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">remove_child_entities</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, all entities linked to this entity in a child relationship (eg. leashed) will also be despawned.</br></td>
</tr>
</table>
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<h2><p id="minecraft:drying_out_timer">minecraft:drying_out_timer</p></h2>
Adds a timer for drying out that will count down and fire 'dried_out_event' or will stop as soon as the entity will get under rain or water and fire 'stopped_drying_out_event'</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">dried_out_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to fire when the drying out time runs out.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">recover_after_dried_out_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to fire when entity was already dried out but received increase in water supply.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stopped_drying_out_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to fire when entity stopped drying out, for example got into water or under rain.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">total_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time in seconds to dry out fully.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">water_bottle_refill_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Optional amount of additional time in seconds given by using splash water bottle on entity.</br></td>
</tr>
</table>
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<h2><p id="minecraft:economy_trade_table">minecraft:economy_trade_table</p></h2>
Defines this entity's ability to trade with players.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">convert_trades_economy</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines when the mob transforms, if the trades should be converted when the new mob has a economy_trade_table. When the trades are converted, the mob will generate a new trade list with their new trade table, but then it will try to convert any of the same trades over to have the same enchantments and user data. For example, if the original has a Emerald to Enchanted Iron Sword (Sharpness 1), and the new trade also has an Emerald for Enchanted Iron Sword, then the enchantment will be Sharpness 1.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cured_discount</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[-25, -20]</td>
<td style="border-style:solid; border-width:2; padding:8px">How much should the discount be modified by when the player has cured the Zombie Villager. Can be specified as a pair of numbers (When use_legacy_price_formula is true this is the low-tier trade discount and high-tier trade discount, otherwise it is the minor positive gossip and major positive gossip.)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">display_name</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Name to be displayed while trading with this entity</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hero_demand_discount</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-4</td>
<td style="border-style:solid; border-width:2; padding:8px">Used in legacy prices to determine how much should Demand be modified by when the player has the Hero of the Village mob effect</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_cured_discount</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[-25, -20]</td>
<td style="border-style:solid; border-width:2; padding:8px">The max the discount can be modified by when the player has cured the Zombie Villager. Can be specified as a pair of numbers (When use_legacy_price_formula is true this is the low-tier trade discount and high-tier trade discount, otherwise it is the minor positive gossip and major positive gossip.)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_nearby_cured_discount</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-200</td>
<td style="border-style:solid; border-width:2; padding:8px">The max the discount can be modified by when the player has cured a nearby Zombie Villager. Only used when use_legacy_price_formula is true, otherwise max_cured_discount (low) is used.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">nearby_cured_discount</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-20</td>
<td style="border-style:solid; border-width:2; padding:8px">How much should the discount be modified by when the player has cured a nearby Zombie Villager</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">new_screen</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Used to determine if trading with entity opens the new trade screen</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">persist_trades</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines if the trades should persist when the mob transforms. This makes it so that the next time the mob is transformed to something with a trade_table or economy_trade_table, then it keeps their trades.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">show_trade_screen</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Show an in game trade screen when interacting with the mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">table</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">File path relative to the resource pack root for this entity's trades</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">use_legacy_price_formula</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines whether the legacy formula is used to determines the trade prices.</br></td>
</tr>
</table>
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<h2><p id="minecraft:entity_armor_equipment_slot_mapping">minecraft:entity_armor_equipment_slot_mapping</p></h2>
It defines to which armor slot an item equipped to 'minecraft:equippable''s second slot should be equipped to. It is automatically applied to all entities for worlds with a version greater than or equal to 1.21.10. For older worlds, 'slot.armor.torso' will be used. It is strongly advised not to explicitly use this component, as no backwards compatibility for it will be provided.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">armor_slot</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The armor slot an item equipped to 'minecraft:equippable''s second slot should be equipped to. It defaults to 'slot.armor.torso' for entities with a format version prior to 1.21.10, and to 'slot.armor.body' otherwise.</br></td>
</tr>
</table>
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<h2><p id="minecraft:entity_sensor">minecraft:entity_sensor</p></h2>
A component that owns multiple subsensors, each one firing an event when a set of conditions are met by other entities within the defined range.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">relative_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true the subsensors' range is additive on top of the entity's size.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">subsensors</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of subsensors which sense for entities and emit events when all their conditions are met.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">-1</td>
<td style="border-style:solid; border-width:1; padding:9px">How many seconds should elapse before the subsensor can once again sense for entities. The cooldown is applied on top of the base 1 tick (0.05 seconds) delay. Negative values will result in no cooldown being used.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">event</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Event to fire when the conditions are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">event_filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft Filter</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The set of conditions that must be satisfied to fire the event.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">maximum_count</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">-1</td>
<td style="border-style:solid; border-width:1; padding:9px">The maximum number of entities that must pass the filter conditions for the event to send.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minimum_count</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">1</td>
<td style="border-style:solid; border-width:1; padding:9px">The minimum number of entities that must pass the filter conditions for the event to send.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">range</td>
<td style="border-style:solid; border-width:1; padding:9px">Vector [a, b]</td>
<td style="border-style:solid; border-width:1; padding:9px">[10, 10]</td>
<td style="border-style:solid; border-width:1; padding:9px">The maximum horizontal and vertical distance another entity can be from this and have the filters checked against it.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">require_all</td>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">If true requires all nearby entities to pass the filter conditions for the events to send.</br></td>
</tr>
</table>
</td>
</tr>
</table>
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<h2><p id="minecraft:environment_sensor">minecraft:environment_sensor</p></h2>
Creates a trigger based on environment conditions.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">triggers</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of triggers that fire when the environment conditions match the given filter criteria.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:equip_item">minecraft:equip_item</p></h2>
The entity puts on the desired equipment.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">excluded_items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of items that the entity should not equip.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:equippable">minecraft:equippable</p></h2>
Defines an entity's behavior for having items equipped to it.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">slots</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of slots and the item that can be equipped.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">accepted_items</td>
<td style="border-style:solid; border-width:1; padding:9px">List</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The list of items that can go in this slot.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">interact_text</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Text to be displayed when the entity can be equipped with this item when playing with Touch-screen controls.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">item</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Identifier of the item that can be equipped for this slot.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">on_equip</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Event to trigger when this entity is equipped with this item.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">on_unequip</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Event to trigger when this item is removed from this entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">slot</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">The slot number of this slot.</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:exhaustion_values">minecraft:exhaustion_values</p></h2>
Defines how much exhaustion each player action should take.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.1</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of exhaustion applied when attacking.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.1</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of exhaustion applied when taking damage.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">heal</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">6</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of exhaustion applied when healed through food regeneration.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.05</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of exhaustion applied when jumping.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mine</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.005</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of exhaustion applied when mining.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sprint</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.01</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of exhaustion applied when sprinting.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sprint_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of exhaustion applied when sprint jumping.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">swim</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.01</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of exhaustion applied when swimming.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">walk</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of exhaustion applied when walking.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:experience_reward">minecraft:experience_reward</p></h2>
.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_bred</td>
<td style="border-style:solid; border-width:2; padding:8px">Molang</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">A Molang expression defining the amount of experience rewarded when this entity is successfully bred. An array of expressions adds each expression's result together for a final total.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_death</td>
<td style="border-style:solid; border-width:2; padding:8px">Molang</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">A Molang expression defining the amount of experience rewarded when this entity dies. An array of expressions adds each expression's result together for a final total.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:explode">minecraft:explode</p></h2>
Defines how the entity explodes.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breaks_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the explosion will destroy blocks in the explosion radius.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">causes_fire</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, blocks in the explosion radius will be set on fire.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">destroy_affected_by_griefing</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, whether the explosion breaks blocks is affected by the mob griefing game rule.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fire_affected_by_griefing</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, whether the explosion causes fire is affected by the mob griefing game rule.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fuse_length</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">The range for the random amount of time the fuse will be lit before exploding, a negative value means the explosion will be immediate.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fuse_lit</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the fuse is already lit when this component is added to the entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_resistance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.40282e+38</td>
<td style="border-style:solid; border-width:2; padding:8px">A blocks explosion resistance will be capped at this value when an explosion occurs.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">power</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3</td>
<td style="border-style:solid; border-width:2; padding:8px">The radius of the explosion in blocks and the amount of damage the explosion deals.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:flocking">minecraft:flocking</p></h2>
Allows entities to flock in groups in water or not.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of blocks away the entity will look at to push away from.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_weight</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The weight of the push back away from blocks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breach_influence</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of push back given to a flocker that breaches out of the water.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cohesion_threshold</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The threshold in which to start applying cohesion.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cohesion_weight</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The weight applied for the cohesion steering of the flock.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_weight</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The weight on which to apply on the goal output.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">high_flock_limit</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines the high bound amount of entities that can be allowed in the flock.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">in_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the Flocking Component if the entity exists in water.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">influence_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The area around the entity that allows others to be added to the flock.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">innner_cohesion_threshold</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in which the flocker will stop applying cohesion.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">loner_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The percentage chance between 0-1 that a fish will spawn and not want to join flocks. Invalid values will be capped at the end points.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">low_flock_limit</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines the low bound amount of entities that can be allowed in the flock.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">match_variants</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the flockers that they can only match similar entities that also match the variant, mark variants, and color data of the other potential flockers.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The max height allowable in the air or water.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_height</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The min height allowable in the air or water.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">separation_threshold</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance that is determined to be to close to another flocking and to start applying separation.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">separation_weight</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The weight applied to the separation of the flock.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">use_center_of_mass</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the flockers that they will follow flocks based on the center of mass.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:game_event_movement_tracking">minecraft:game_event_movement_tracking</p></h2>
Allows an entity to emit `entityMove`, `swim` and `flap` game events, depending on the block the entity is moving through. It is added by default to every mob. Add it again to override its behavior.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">emit_flap</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the `flap` game event will be emitted when the entity moves through air.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">emit_move</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the `entityMove` game event will be emitted when the entity moves on ground or through a solid.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">emit_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the `swim` game event will be emitted when the entity moves through a liquid.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:genetics">minecraft:genetics</p></h2>
Defines the way a mob's genes and alleles are passed on to its offspring, and how those traits manifest in the child. Compatible parent genes are crossed together, the alleles are handed down from the parents to the child, and any matching genetic variants fire off JSON events to modify the child and express the traits.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">genes</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of genes that this entity has and will cross with a partner during breeding.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">allele_range</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The range of positive integer allele values for this gene. Spawned mobs will have a random number in this range assigned to them.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">range_max</td>
<td style="border-style:solid; border-width:1; padding:10px">Integer</td>
<td style="border-style:solid; border-width:1; padding:10px">0</td>
<td style="border-style:solid; border-width:1; padding:10px">Upper bound of the allele values for this gene.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">range_min</td>
<td style="border-style:solid; border-width:1; padding:10px">Integer</td>
<td style="border-style:solid; border-width:1; padding:10px">0</td>
<td style="border-style:solid; border-width:1; padding:10px">Lower bound of the allele values for this gene.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">genetic_variants</td>
<td style="border-style:solid; border-width:1; padding:9px">List</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The list of genetic variants for this gene. These check for particular allele combinations and fire events when all of them are satisfied.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">birth_event</td>
<td style="border-style:solid; border-width:1; padding:10px">String</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">Event to run when this mob is created and matches the allele conditions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">both_allele</td>
<td style="border-style:solid; border-width:1; padding:10px">Integer</td>
<td style="border-style:solid; border-width:1; padding:10px">-1</td>
<td style="border-style:solid; border-width:1; padding:10px">If this value is non-negative, compare both the mob's main and hidden alleles with this value for a match with both. Can also be a range of integers.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">either_allele</td>
<td style="border-style:solid; border-width:1; padding:10px">Integer</td>
<td style="border-style:solid; border-width:1; padding:10px">-1</td>
<td style="border-style:solid; border-width:1; padding:10px">If this value is non-negative, compare both the mob's main and hidden alleles with this value for a match with either. Can also be a range of integers.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">hidden_allele</td>
<td style="border-style:solid; border-width:1; padding:10px">Integer</td>
<td style="border-style:solid; border-width:1; padding:10px">-1</td>
<td style="border-style:solid; border-width:1; padding:10px">If this value is non-negative, compare the mob's hidden allele with this value for a match. Can also be a range of integers.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">main_allele</td>
<td style="border-style:solid; border-width:1; padding:10px">Integer</td>
<td style="border-style:solid; border-width:1; padding:10px">-1</td>
<td style="border-style:solid; border-width:1; padding:10px">If this value is non-negative, compare the mob's main allele with this value for a match. Can also be a range of integers.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">mutation_rate</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">-1</td>
<td style="border-style:solid; border-width:1; padding:9px">If this value is non-negative, overrides the chance for this gene that an allele will be replaced with a random one instead of the parent's allele during birth. Non-negative values greater than `1` will be the same as the value `1`.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">name</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The name of the gene.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mutation_rate</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.03125</td>
<td style="border-style:solid; border-width:2; padding:8px">Chance that an allele will be replaced with a random one instead of the parent's allele during birth.</br></td>
</tr>
</table>
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<h2><p id="minecraft:giveable">minecraft:giveable</p></h2>
Defines sets of items that can be used to trigger events when used on this entity. The item will also be taken and placed in the entity's inventory.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">An optional cool down in seconds to prevent spamming interactions.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of items that can be given to the entity to place in their inventory.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_give</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to fire when the correct item is given.</br></td>
</tr>
</table>
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<h2><p id="minecraft:group_size">minecraft:group_size</p></h2>
Keeps track of entity group size in the given radius.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions that must be satisfied for other entities to be counted towards group size.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">Radius from center of entity.</br></td>
</tr>
</table>
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<h2><p id="minecraft:grows_crop">minecraft:grows_crop</p></h2>
Could increase crop growth when entity walks over crop</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Value between 0-1. Chance of success per tick.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">charges</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of charges</br></td>
</tr>
</table>
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<h2><p id="minecraft:healable">minecraft:healable</p></h2>
Defines the interactions with this entity for healing it.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The filter group that defines the conditions for using this item to heal the entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">force_use</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines if item can be used regardless of entity being at full health.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The array of items that can be used to heal this entity.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">heal_amount</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">1</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of health this entity gains when fed this item.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">item</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Item identifier that can be used to heal this entity.</br></td>
</tr>
</table>
</td>
</tr>
</table>
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<h2><p id="minecraft:heartbeat">minecraft:heartbeat</p></h2>
Defines the entity's heartbeat.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">Molang</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">A Molang expression defining the inter-beat interval in seconds. A value of zero or less means no heartbeat.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">heartbeat</td>
<td style="border-style:solid; border-width:2; padding:8px">Level sound event to be played as the heartbeat sound.</br></td>
</tr>
</table>
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<h2><p id="minecraft:home">minecraft:home</p></h2>
Saves a home pos for when the the entity is spawned.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">home_block_list</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Optional block list that the home position will be associated with. If any of the blocks no longer exist at that position, the home restriction is removed. Example syntax: minecraft:sand. Not supported: minecraft:sand:1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">restriction_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">The radius that the entity will be restricted to in relation to its home</br></td>
</tr>
</table>
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<h2><p id="minecraft:hurt_on_condition">minecraft:hurt_on_condition</p></h2>
Defines a set of conditions under which an entity should take damage.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_conditions</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of damage conditions that when met can cause damage to the entity.</br><h5><p id="cause">cause</p></h5>
The kind of damage that is caused to the entity. Various armors and spells use this to determine if the entity is immune.</br><h6></h6>
<br / ><textarea readonly="true" cols="97" rows="30">
Valid damage causes. An invalid value will result in the default cause of "none" being selected.
override
contact
entity_attack
projectile
suffocation
fall
fire
fire_tick
lava
drowning
block_explosion
entity_explosion
void
SelfDestruct
magic
wither
starve
anvil
thorns
falling_block
piston
magma
fireworks
charging
temperature
all
none
</textarea> </br>
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<h5><p id="damage_per_tick">damage_per_tick</p></h5>
The amount of damage done each tick that the conditions are met.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="filters">filters</p></h5>
The set of conditions that must be satisfied before the entity takes the defined damage.</br><a href="#Index">Back to top</a><br><br>
</td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:inside_block_notifier">minecraft:inside_block_notifier</p></h2>
Verifies whether the entity is inside any of the listed blocks.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_list</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of blocks, with certain block states, that we are monitoring to see if the entity is inside.</br></td>
</tr>
</table>
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<h2><p id="minecraft:insomnia">minecraft:insomnia</p></h2>
Adds a timer since last rested to see if phantoms should spawn.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">days_until_insomnia</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of days the mob has to stay up until the insomnia effect begins.</br></td>
</tr>
</table>
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<h2><p id="minecraft:instant_despawn">minecraft:instant_despawn</p></h2>
Despawns the Actor immediately.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">remove_child_entities</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, all entities linked to this entity in a child relationship (eg. leashed) will also be despawned.</br></td>
</tr>
</table>
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<h2><p id="minecraft:interact">minecraft:interact</p></h2>
Defines interactions with this entity.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">add_items</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Loot table with items to add to the player's inventory upon successful interaction.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">table</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">File path, relative to the Behavior Pack's path, to the loot table file.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds before this entity can be interacted with again.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_after_being_attacked</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds before this entity can be interacted with after being attacked.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drop_item_slot</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The entity's slot to remove and drop the item from, if any, upon successful interaction. Inventory slots are denoted by positive numbers. Armor slots are denoted by 'slot.armor.head', 'slot.armor.chest', 'slot.armor.legs', 'slot.armor.feet' and 'slot.armor.body'.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equip_item_slot</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The entity's slot to equip the item to, if any, upon successful interaction. Inventory slots are denoted by positive numbers. Armor slots are denoted by 'slot.armor.head', 'slot.armor.chest', 'slot.armor.legs', 'slot.armor.feet' and 'slot.armor.body'.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">health_amount</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of health this entity will recover or lose when interacting with this item. Negative values will harm the entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hurt_item</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount of damage the item will take when used to interact with this entity. A value of 0 means the item won't lose durability.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interact_text</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Text to show when the player is able to interact in this way with this entity when playing with Touch-screen controls.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_interact</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to fire when the interaction occurs.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">particle_on_start</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Particle effect that will be triggered at the start of the interaction.</br><h5><p id="particle_offset_towards_interactor">particle_offset_towards_interactor</p></h5>
Whether or not the particle will appear closer to who performed the interaction.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="particle_type">particle_type</p></h5>
The type of particle that will be spawned.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="particle_y_offset">particle_y_offset</p></h5>
Will offset the particle this amount in the y direction.</br><a href="#Index">Back to top</a><br><br>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">play_sounds</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of sounds to play when the interaction occurs.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">repair_entity_item</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Allows to repair one of the entity's items.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">amount</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">How much of the item durability should be restored upon interaction.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">slot</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The entity's slot containing the item to be repaired. Inventory slots are denoted by positive numbers. Armor slots are denoted by 'slot.armor.head', 'slot.armor.chest', 'slot.armor.legs', 'slot.armor.feet' and 'slot.armor.body'.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_entities</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entities to spawn when the interaction occurs.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_items</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Loot table with items to drop on the ground upon successful interaction.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">table</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">File path, relative to the Behavior Pack's path, to the loot table file.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">swing</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the player will do the 'swing' animation when interacting with this entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">transform_to_item</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The item used will transform to this item upon successful interaction. Format: itemName:auxValue</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">use_item</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the interaction will use an item.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">vibration</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">entity_interact</td>
<td style="border-style:solid; border-width:2; padding:8px">Vibration to emit when the interaction occurs. Admitted values are none (no vibration emitted), shear, entity_act, entity_interact.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:inventory">minecraft:inventory</p></h2>
Defines this entity's inventory properties.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">additional_slots_per_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of slots that this entity can gain per extra strength</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_be_siphoned_from</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the contents of this inventory can be removed by a hopper</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">container_type</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">Type of container this entity has. Can be horse, minecart_chest, chest_boat, minecart_hopper, inventory, container or hopper</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inventory_size</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of slots the container has</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">private</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the entity will not drop its inventory on death</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">restrict_to_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the entity's inventory can only be accessed by its owner or itself</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:item_hopper">minecraft:item_hopper</p></h2>
Determines that this entity is an item hopper.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:jump.dynamic">minecraft:jump.dynamic</p></h2>
Defines a dynamic type jump control that will change jump properties based on the speed modifier of the mob.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:jump.static">minecraft:jump.static</p></h2>
Gives the entity the ability to jump.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_power</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.42</td>
<td style="border-style:solid; border-width:2; padding:8px">The initial vertical velocity for the jump</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:leashable">minecraft:leashable</p></h2>
Allows this entity to be leashed and defines the conditions and events for this entity when is leashed.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_be_stolen</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, players can leash this entity even if it is already leashed to another mob.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hard_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">6</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks at which the leash stiffens, restricting movement.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks at which the leash breaks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_leash</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call when this entity is leashed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_unleash</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call when this entity is unleashed.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">soft_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance in blocks at which the 'spring' effect starts acting to keep this entity close to the entity that leashed it.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:lookat">minecraft:lookat</p></h2>
Defines the behavior when another entity looks at this entity.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">allow_invulnerable</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, invulnerable entities (e.g. Players in creative mode) are considered valid targets.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the entities that can trigger this component.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 0]</td>
<td style="border-style:solid; border-width:2; padding:8px">The range for the random amount of time during which the entity is 'cooling down' and won't get angered or look for a target.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event identifier to run when the entities specified in filters look at this entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance this entity will look for another entity looking at it.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity will set the attack target as the entity that looked at it.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:managed_wandering_trader">minecraft:managed_wandering_trader</p></h2>
This component is used to implement part of the Wandering Trader behavior</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:mob_effect">minecraft:mob_effect</p></h2>
A component that applies a mob effect to entities that get within range.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds to wait between each application of the effect.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">How close a hostile entity must be to have the mob effect applied.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">How long the applied mob effect lasts in seconds.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_filter</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The set of entities that are valid to apply the mob effect to.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mob_effect</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The mob effect that is applied to entities that enter this entities effect range.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:mob_effect_immunity">minecraft:mob_effect_immunity</p></h2>
Entities with this component will have an immunity to the provided mob effects.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mob_effects</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of names of effects the entity is immune to.</br></td>
</tr>
</table>
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<h2><p id="minecraft:movement.amphibious">minecraft:movement.amphibious</p></h2>
This move control allows the mob to swim in water and walk on land.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number in degrees the mob can turn per tick.</br></td>
</tr>
</table>
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<h2><p id="minecraft:movement.basic">minecraft:movement.basic</p></h2>
This component accents the movement of an entity.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number in degrees the mob can turn per tick.</br></td>
</tr>
</table>
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<h2><p id="minecraft:movement.fly">minecraft:movement.fly</p></h2>
This move control causes the mob to fly.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number in degrees the mob can turn per tick.</br></td>
</tr>
</table>
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<h2><p id="minecraft:movement.generic">minecraft:movement.generic</p></h2>
This move control allows a mob to fly, swim, climb, etc.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number in degrees the mob can turn per tick.</br></td>
</tr>
</table>
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<h2><p id="minecraft:movement.hover">minecraft:movement.hover</p></h2>
This move control causes the mob to hover.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number in degrees the mob can turn per tick.</br></td>
</tr>
</table>
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<h2><p id="minecraft:movement.jump">minecraft:movement.jump</p></h2>
Move control that causes the mob to jump as it moves with a specified delay between jumps.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">Delay after landing when using the slime move control.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number in degrees the mob can turn per tick.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:movement.skip">minecraft:movement.skip</p></h2>
This move control causes the mob to hop as it moves.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number in degrees the mob can turn per tick.</br></td>
</tr>
</table>
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<h2><p id="minecraft:movement.sway">minecraft:movement.sway</p></h2>
This move control causes the mob to sway side to side giving the impression it is swimming.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum number in degrees the mob can turn per tick.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sway_amplitude</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.05</td>
<td style="border-style:solid; border-width:2; padding:8px">Strength of the sway movement.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sway_frequency</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">Multiplier for the frequency of the sway movement.</br></td>
</tr>
</table>
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<h2><p id="minecraft:nameable">minecraft:nameable</p></h2>
Allows this entity to be named (e.g. using a name tag).</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">allow_name_tag_renaming</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity can be renamed with name tags</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">always_show</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the name will always be shown</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">default_trigger</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger to run when the entity gets named</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">name_actions</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Describes the special names for this entity and the events to call when the entity acquires those names</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">name_filter</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">List of special names that will cause the events defined in 'on_named' to fire</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">on_named</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Event to be called when this entity acquires the name specified in 'name_filter'</br></td>
</tr>
</table>
</td>
</tr>
</table>
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<h2><p id="minecraft:navigation.climb">minecraft:navigation.climb</p></h2>
Allows this entity to generate paths that include vertical walls like the vanilla Spiders do.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid blocks that cause damage when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid portals (like nether portals) when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid water when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder which blocks to avoid when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump out of water (like a dolphin)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door and break it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump up blocks</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether a path can be created through a door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can start pathing when in the air</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the lava</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it will be pulled down by gravity while in water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground outside water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel in lava like walking on ground</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground underwater</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:navigation.float">minecraft:navigation.float</p></h2>
Allows this entity to generate paths by flying around the air like the regular Ghast.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid blocks that cause damage when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid portals (like nether portals) when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid water when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder which blocks to avoid when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump out of water (like a dolphin)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door and break it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump up blocks</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether a path can be created through a door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can start pathing when in the air</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the lava</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it will be pulled down by gravity while in water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground outside water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel in lava like walking on ground</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground underwater</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:navigation.fly">minecraft:navigation.fly</p></h2>
Allows this entity to generate paths in the air like the vanilla Parrots do.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid blocks that cause damage when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid portals (like nether portals) when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid water when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder which blocks to avoid when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump out of water (like a dolphin)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door and break it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump up blocks</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether a path can be created through a door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can start pathing when in the air</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the lava</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it will be pulled down by gravity while in water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground outside water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel in lava like walking on ground</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground underwater</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:navigation.generic">minecraft:navigation.generic</p></h2>
Allows this entity to generate paths by walking, swimming, flying and/or climbing around and jumping up and down a block.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid blocks that cause damage when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid portals (like nether portals) when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid water when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder which blocks to avoid when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump out of water (like a dolphin)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door and break it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump up blocks</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether a path can be created through a door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can start pathing when in the air</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the lava</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it will be pulled down by gravity while in water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground outside water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel in lava like walking on ground</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground underwater</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:navigation.hover">minecraft:navigation.hover</p></h2>
Allows this entity to generate paths in the air like the vanilla Bees do. Keeps them from falling out of the skies and doing predictive movement.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid blocks that cause damage when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid portals (like nether portals) when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid water when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder which blocks to avoid when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump out of water (like a dolphin)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door and break it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump up blocks</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether a path can be created through a door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can start pathing when in the air</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the lava</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it will be pulled down by gravity while in water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground outside water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel in lava like walking on ground</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground underwater</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:navigation.swim">minecraft:navigation.swim</p></h2>
Allows this entity to generate paths that include water.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid blocks that cause damage when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid portals (like nether portals) when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid water when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder which blocks to avoid when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump out of water (like a dolphin)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door and break it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump up blocks</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether a path can be created through a door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can start pathing when in the air</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the lava</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it will be pulled down by gravity while in water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground outside water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel in lava like walking on ground</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground underwater</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:navigation.walk">minecraft:navigation.walk</p></h2>
Allows this entity to generate paths by walking around and jumping up and down a block like regular mobs.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid blocks that cause damage when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid portals (like nether portals) when finding a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not the pathfinder should avoid tiles that are exposed to the sun when creating paths</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder to avoid water when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder which blocks to avoid when creating a path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump out of water (like a dolphin)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door and break it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can jump up blocks</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can path through a closed iron door assuming the AI will open the door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether a path can be created through a door</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder that it can start pathing when in the air</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the lava</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel on the surface of the water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it will be pulled down by gravity while in water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can path anywhere through water and plays swimming animation along that path</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground outside water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can travel in lava like walking on ground</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the pathfinder whether or not it can walk on the ground underwater</br></td>
</tr>
</table>
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<h2><p id="minecraft:out_of_control">minecraft:out_of_control</p></h2>
Defines the entity's 'out of control' state.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:peek">minecraft:peek</p></h2>
Defines the entity's 'peek' behavior, defining the events that should be called during it.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_close</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call when the entity is done peeking.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_open</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call when the entity starts peeking.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_target_open</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call when the entity's target entity starts peeking.</br></td>
</tr>
</table>
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<h2><p id="minecraft:persistent">minecraft:persistent</p></h2>
Defines whether an entity should be persistent in the game world.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:physics">minecraft:physics</p></h2>
Defines physics properties of an actor, including if it is affected by gravity or if it collides with objects.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">has_collision</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not the object collides with things.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">has_gravity</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not the entity is affected by gravity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">push_towards_closest_space</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether or not the entity should be pushed towards the nearest open area when stuck inside a block.</br></td>
</tr>
</table>
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<h2><p id="minecraft:preferred_path">minecraft:preferred_path</p></h2>
Specifies costing information for mobs that prefer to walk on preferred paths.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">default_block_cost</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Cost for non-preferred blocks</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_cost</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Added cost for jumping up a node</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_fall_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">3</td>
<td style="border-style:solid; border-width:2; padding:8px">Distance mob can fall without taking damage</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">preferred_path_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">A list of blocks with their associated cost</br></td>
</tr>
</table>
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<h2><p id="minecraft:projectile">minecraft:projectile</p></h2>
Allows the entity to be a thrown entity.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines the angle at which the projectile is thrown</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">catch_fire</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the entity hit will be set on fire</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">crit_particle_on_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the projectile will produce additional particles when a critical hit happens</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">destroy_on_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity will be destroyed when hit</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filter</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Entity Definitions defined here can't be hurt by the projectile</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fire_affected_by_griefing</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, whether the projectile causes fire is affected by the mob griefing game rule</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">gravity</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.05</td>
<td style="border-style:solid; border-width:2; padding:8px">The gravity applied to this entity when thrown. The higher the value, the faster the entity falls</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hit_nearest_passenger</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, when hitting a vehicle, and there's at least one passenger in the vehicle, the damage will be dealt to the passenger closest to the projectile impact point. If there are no passengers, this setting does nothing.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hit_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The sound that plays when the projectile hits something</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">homing</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the projectile homes in to the nearest entity</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ignored_entities</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">[EXPERIMENTAL] An array of strings defining the types of entities that this entity does not collide with.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inertia</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.99</td>
<td style="border-style:solid; border-width:2; padding:8px">The fraction of the projectile's speed maintained every frame while traveling in air</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_dangerous</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the projectile will be treated as dangerous to the players</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the projectile will knock back the entity it hits</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lightning</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the entity hit will be struck by lightning</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">liquid_inertia</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.6</td>
<td style="border-style:solid; border-width:2; padding:8px">The fraction of the projectile's speed maintained every frame while traveling in water</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">multiple_targets</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the projectile can hit multiple entities per flight</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 0, 0]</td>
<td style="border-style:solid; border-width:2; padding:8px">The offset from the entity's anchor where the projectile will spawn</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_fire_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">Time in seconds that the entity hit will be on fire for</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">particle</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">iconcrack</td>
<td style="border-style:solid; border-width:2; padding:8px">Particle to use upon collision</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">potion_effect</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the effect the arrow will apply to the entity it hits</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">power</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.3</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines the velocity of the projectile</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reflect_on_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity will be reflected back when hit</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">semi_random_diff_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, damage will be randomized based on damage and speed</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">shoot_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The sound that plays when the projectile is shot</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">shoot_target</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the projectile will be shot towards the target of the entity firing it</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">should_bounce</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the projectile will bounce upon hit</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">splash_potion</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the projectile will be treated like a splash potion</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">splash_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">Radius in blocks of the 'splash' effect</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">uncertainty_base</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The base accuracy. Accuracy is determined by the formula uncertaintyBase - difficultyLevel * uncertaintyMultiplier</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">uncertainty_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines how much difficulty affects accuracy. Accuracy is determined by the formula uncertaintyBase - difficultyLevel * uncertaintyMultiplier</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:pushable">minecraft:pushable</p></h2>
Defines what can push an entity between other entities and pistons.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_pushable</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether the entity can be pushed by other entities.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_pushable_by_piston</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether the entity can be pushed by pistons safely.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:raid_trigger">minecraft:raid_trigger</p></h2>
Attempts to trigger a raid at the entity's location.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">triggered_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when a raid is triggered on the village.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:rail_movement">minecraft:rail_movement</p></h2>
Defines the entity's movement on the rails. An entity with this component is only allowed to move on the rail.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.4</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum speed that this entity will move at when on the rail.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:rail_sensor">minecraft:rail_sensor</p></h2>
<h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">check_block_types</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, on tick this entity will trigger its on_deactivate behavior</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">eject_on_activate</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity will eject all of its riders when it passes over an activated rail</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">eject_on_deactivate</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity will eject all of its riders when it passes over a deactivated rail</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_activate</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call when the rail is activated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_deactivate</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call when the rail is deactivated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tick_command_block_on_activate</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, command blocks will start ticking when passing over an activated rail</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tick_command_block_on_deactivate</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If false, command blocks will stop ticking when passing over a deactivated rail</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:ravager_blocked">minecraft:ravager_blocked</p></h2>
Defines the ravager's response to their melee attack being blocked.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The strength with which blocking entities should be knocked back</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reaction_choices</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px">[ ]</td>
<td style="border-style:solid; border-width:2; padding:8px">A list of weighted responses to the melee attack being blocked</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:reflect_projectiles">minecraft:reflect_projectiles</p></h2>
[EXPERIMENTAL] Allows an entity to reflect projectiles.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">azimuth_angle</td>
<td style="border-style:solid; border-width:2; padding:8px">Molang</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">[EXPERIMENTAL] A Molang expression defining the angle in degrees to add to the projectile's y axis rotation.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">elevation_angle</td>
<td style="border-style:solid; border-width:2; padding:8px">Molang</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">[EXPERIMENTAL] A Molang expression defining the angle in degrees to add to the projectile's x axis rotation.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reflected_projectiles</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">[EXPERIMENTAL] An array of strings defining the types of projectiles that are reflected when they hit the entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reflection_scale</td>
<td style="border-style:solid; border-width:2; padding:8px">Molang</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">[EXPERIMENTAL] A Molang expression defining the velocity scaling of the reflected projectile. Values below 1 decrease the projectile's velocity, and values above 1 increase it.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reflection_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">reflect</td>
<td style="border-style:solid; border-width:2; padding:8px">[EXPERIMENTAL] A string defining the name of the sound event to be played when a projectile is reflected. "reflect" unless specified.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:rideable">minecraft:rideable</p></h2>
Determines whether this entity can be ridden. Allows specifying the different seat positions and quantity.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">controlling_seat</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The seat that designates the driver of the entity. This is only observed by the horse/boat styles of riding; minecarts/entities with "minecraft:controlled_by_player" give control to any player in any seat.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">crouching_skip_interact</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity can't be interacted with if the entity interacting with it is crouching</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">family_types</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of entities that can ride this entity</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interact_text</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The text to display when the player can interact with the entity when playing with Touch-screen controls</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">passenger_max_width</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.00</td>
<td style="border-style:solid; border-width:2; padding:8px">The max width a mob can be to be a passenger. A value of 0 ignores this parameter.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">priority</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">This field may exist in old data but isn't used by minecraft:rideable.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pull_in_entities</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity will pull in entities that are in the correct family_types into any available seats</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">rider_can_interact</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity will be picked when looked at by the rider</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">seat_count</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of entities that can ride this entity at the same time</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">seats</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of positions and number of riders for each position for entities riding this entity</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">lock_rider_rotation</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">181</td>
<td style="border-style:solid; border-width:1; padding:9px">Angle in degrees that a rider is allowed to rotate while riding this entity. Omit this property for no limit</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_rider_count</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">seat_count</td>
<td style="border-style:solid; border-width:1; padding:9px">Defines the maximum number of riders that can be riding this entity for this seat to be valid</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">min_rider_count</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">Defines the minimum number of riders that need to be riding this entity before this seat can be used</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">position</td>
<td style="border-style:solid; border-width:1; padding:9px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:1; padding:9px">[0, 0, 0]</td>
<td style="border-style:solid; border-width:1; padding:9px">Position of this seat relative to this entity's position</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">rotate_rider_by</td>
<td style="border-style:solid; border-width:1; padding:9px">Molang</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">Offset to rotate riders by</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:scale_by_age">minecraft:scale_by_age</p></h2>
Defines the entity's size interpolation based on the entity's age.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">end_scale</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Ending scale of the entity when it's fully grown.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_scale</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Initial scale of the newborn entity.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:scheduler">minecraft:scheduler</p></h2>
Fires off scheduled mob events at time of day events.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">scheduled_events</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of triggers that fire when the conditions match the given filter criteria. If any filter criteria overlap the first defined event will be picked.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:shareables">minecraft:shareables</p></h2>
Defines a list of items the mob wants to share or pick up. Each item must have the following parameters:</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">all_items</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">A bucket for all other items in the game. Note this category is always least priority items.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">all_items_max_amount</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum number of this item the mob will hold.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">all_items_surplus_amount</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of this item considered extra that the entity wants to share.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">all_items_want_amount</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of this item this entity wants to share.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of items that the entity wants to share.</br><h5><p id="admire">admire</p></h5>
Mob will admire the item after picking up by looking at it. For this to happen the mob needs to have an Admire component and an Admire goal.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="barter">barter</p></h5>
Mob will barter for the item after picking it up. For this to work the mob needs to have a Barter component and a Barter goal.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="consume_item">consume_item</p></h5>
Determines whether the mob will consume the item or not.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="craft_into">craft_into</p></h5>
Defines the item this entity wants to craft with the item defined by "item". Should be an item name.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="item">item</p></h5>
The name of the item. Aux value can be specified, for instance 'minecraft:skull:1'.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="max_amount">max_amount</p></h5>
Maximum number of this item the mob will hold.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="pickup_limit">pickup_limit</p></h5>
Maximum number of this item the mob will pick up during a single goal tick.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="pickup_only">pickup_only</p></h5>
Determines whether the mob can only pickup the item and not drop it.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="priority">priority</p></h5>
Prioritizes which items the entity prefers. 0 is the highest priority.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="stored_in_inventory">stored_in_inventory</p></h5>
Determines whether the mob will try to put the item in its inventory if it has the inventory component and if it can't be equipped.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="surplus_amount">surplus_amount</p></h5>
Number of this item considered extra that the entity wants to share.</br><a href="#Index">Back to top</a><br><br>
<h5><p id="want_amount">want_amount</p></h5>
Number of this item this entity wants to have.</br><a href="#Index">Back to top</a><br><br>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">singular_pickup</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Controls if the mob is able to pick up more of the same item if it is already holding that item</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:shooter">minecraft:shooter</p></h2>
Defines the entity's ranged attack behavior. The "minecraft:behavior.ranged_attack" goal uses this component to determine which projectiles to shoot.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">aux_val</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">ID of the Potion effect for the default projectile to be applied on hit.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">def</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Actor definition to use as the default projectile for the ranged attack. The actor definition must have the projectile component to be able to be shot as a projectile.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">magic</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Sets whether the projectiles being used are flagged as magic. If set, the ranged attack goal will not be used at the same time as other magic goals, such as minecraft:behavior.drink_potion</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">power</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.00</td>
<td style="border-style:solid; border-width:2; padding:8px">Velocity in which the projectiles will be shot at. A power of 0 will be overwritten by the default projectile throw power.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">projectiles</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of projectiles that can be used by the shooter. Projectiles are evaluated in the order of the list; After a projectile is chosen, the rest of the list is ignored.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sound that is played when the shooter shoots a projectile.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:sittable">minecraft:sittable</p></h2>
Defines the entity's 'sit' state.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sit_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when the entity enters the 'sit' state</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stand_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when the entity exits the 'sit' state</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:spawn_entity">minecraft:spawn_entity</p></h2>
Adds a timer after which this entity will spawn another entity or item (similar to vanilla's chicken's egg-laying behavior).</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">If present, the specified entity will only spawn if the filter evaluates to true.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_wait_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">600</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum amount of time to randomly wait in seconds before another entity is spawned.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_wait_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">300</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum amount of time to randomly wait in seconds before another entity is spawned.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">num_to_spawn</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The number of entities of this type to spawn each time that this triggers.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">should_leash</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this the spawned entity will be leashed to the parent.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">single_use</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this component will only ever spawn the specified entity once.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_entity</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Identifier of the entity to spawn, leave empty to spawn the item defined by "spawn_item" instead.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:entity_born</td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call on the spawned entity when it spawns.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_item</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">egg</td>
<td style="border-style:solid; border-width:2; padding:8px">Item identifier of the item to spawn.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_item_event</td>
<td style="border-style:solid; border-width:2; padding:8px">Trigger</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call on this entity when the item is spawned.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_method</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">born</td>
<td style="border-style:solid; border-width:2; padding:8px">Method to use to spawn the entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">plop</td>
<td style="border-style:solid; border-width:2; padding:8px">Identifier of the sound effect to play when the entity is spawned.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:suspect_tracking">minecraft:suspect_tracking</p></h2>
Allows this entity to remember suspicious locations</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:tameable">minecraft:tameable</p></h2>
Defines the rules for a mob to be tamed by the player.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The chance of taming the entity with each item use between 0.0 and 1.0, where 1.0 is 100%</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tame_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when this entity becomes tamed</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tame_items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of items that can be used to tame this entity</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:tamemount">minecraft:tamemount</p></h2>
Allows the Entity to be tamed by mounting it.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attempt_temper_mod</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">The amount the entity's temper will increase when mounted.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">autoRejectItems</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of items that, if carried while interacting with the entity, will anger it.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">item</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Name of the item this entity dislikes and will cause it to get angry if used while untamed.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feed_items</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of items that can be used to increase the entity's temper and speed up the taming process.</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">item</td>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Name of the item this entity likes and can be used to increase this entity's temper.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">temper_mod</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">The amount of temper this entity gains when fed this item.</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feed_text</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The text that shows in the feeding interact button.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_temper</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">100</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum value for the entity's random starting temper.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_temper</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The minimum value for the entity's random starting temper.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ride_text</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The text that shows in the riding interact button.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tame_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event that triggers when the entity becomes tamed.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:target_nearby_sensor">minecraft:target_nearby_sensor</p></h2>
Defines the entity's range within which it can see or sense other entities to target them.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inside_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance in blocks that another entity will be considered in the 'inside' range</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Whether the other entity needs to be visible to trigger 'inside' events</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_inside_range</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call when an entity gets in the inside range. Can specify 'event' for the name of the event and 'target' for the target of the event</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_outside_range</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call when an entity gets in the outside range. Can specify 'event' for the name of the event and 'target' for the target of the event</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_vision_lost_inside_range</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to call when an entity exits visual range. Can specify 'event' for the name of the event and 'target' for the target of the event</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">outside_range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance in blocks that another entity will be considered in the 'outside' range</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:teleport">minecraft:teleport</p></h2>
Defines an entity's teleporting behavior.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">dark_teleport_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.01</td>
<td style="border-style:solid; border-width:2; padding:8px">Modifies the chance that the entity will teleport if the entity is in darkness</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">light_teleport_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.01</td>
<td style="border-style:solid; border-width:2; padding:8px">Modifies the chance that the entity will teleport if the entity is in daylight</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_random_teleport_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum amount of time in seconds between random teleports</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_random_teleport_time</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum amount of time in seconds between random teleports</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_teleport_cube</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[32, 16, 32]</td>
<td style="border-style:solid; border-width:2; padding:8px">Entity will teleport to a random position within the area defined by this cube</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_teleports</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the entity will teleport randomly</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum distance the entity will teleport when chasing a target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_teleport_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The chance that the entity will teleport between 0.0 and 1.0. 1.0 means 100%</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:tick_world">minecraft:tick_world</p></h2>
Defines if the entity ticks the world and the radius around it to tick.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">distance_to_players</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">128</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance at which the closest player has to be before this entity despawns. This option will be ignored if never_despawn is true. Min: 128 blocks.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">never_despawn</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, this entity will not despawn even if players are far away. If false, distance_to_players will be used to determine when to despawn.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">radius</td>
<td style="border-style:solid; border-width:2; padding:8px">Positive Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">The area around the entity to tick. Default: 2. Allowed range: 2-6.</br></td>
</tr>
</table>
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<h2><p id="minecraft:timer">minecraft:timer</p></h2>
Adds a timer after which an event will fire.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">looping</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the timer will restart every time after it fires.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">randomInterval</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">If true, the amount of time on the timer will be random between the min and max values specified in time.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_time_choices</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px">[ ]</td>
<td style="border-style:solid; border-width:2; padding:8px">This is a list of objects, representing one value in seconds that can be picked before firing the event and an optional weight. Incompatible with time.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">time</td>
<td style="border-style:solid; border-width:2; padding:8px">Range [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">Amount of time in seconds for the timer. Can be specified as a number or a pair of numbers (min and max). Incompatible with random_time_choices.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">time_down_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to fire when the time on the timer runs out.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:trade_table">minecraft:trade_table</p></h2>
Defines this entity's ability to trade with players.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">convert_trades_economy</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines when the mob transforms, if the trades should be converted when the new mob has a economy_trade_table. When the trades are converted, the mob will generate a new trade list with their new trade table, but then it will try to convert any of the same trades over to have the same enchantments and user data. For example, if the original has a Emerald to Enchanted Iron Sword (Sharpness 1), and the new trade also has an Emerald for Enchanted Iron Sword, then the enchantment will be Sharpness 1.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">display_name</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Name to be displayed while trading with this entity.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">new_screen</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Used to determine if trading with entity opens the new trade screen.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">persist_trades</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines if the trades should persist when the mob transforms. This makes it so that the next time the mob is transformed to something with a trade_table or economy_trade_table, then it keeps their trades.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">table</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">File path relative to the behavior pack root for this entity's trades.</br></td>
</tr>
</table>
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<h2><p id="minecraft:trail">minecraft:trail</p></h2>
Causes an entity to leave a trail of blocks as it moves about the world.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_type</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">air</td>
<td style="border-style:solid; border-width:2; padding:8px">The type of block you wish to be spawned by the entity as it move about the world. Solid blocks may not be spawned at an offset of (0,0,0).</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_filter</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">One or more conditions that must be met in order to cause the chosen block type to spawn.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">Vector [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 0, 0]</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance from the entities current position to spawn the block. Capped at up to 16 blocks away. The X value is left/right(-/+), the Z value is backward/forward(-/+), the Y value is below/above(-/+).</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:transformation">minecraft:transformation</p></h2>
Defines an entity's transformation from the current definition into another</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">add</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of components to add to the entity after the transformation</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">component_groups</td>
<td style="border-style:solid; border-width:1; padding:9px">List</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">Names of component groups to add</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">begin_transform_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sound to play when the transformation starts</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">delay</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON Object</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Defines the properties of the delay for the transformation</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Name</th> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_assist_chance</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">Chance that the entity will look for nearby blocks that can speed up the transformation. Value must be between 0.0 and 1.0</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_chance</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">Chance that, once a block is found, will help speed up the transformation</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_max</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">Maximum number of blocks the entity will look for to aid in the transformation. If not defined or set to 0, it will be set to the block radius</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_radius</td>
<td style="border-style:solid; border-width:1; padding:9px">Integer</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">Distance in Blocks that the entity will search for blocks that can help the transformation</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_types</td>
<td style="border-style:solid; border-width:1; padding:9px">List</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">List of blocks that can help the transformation of this entity</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">range_max</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">Time in seconds to be added to value to have the maximum random time range value until the entity transforms (if non-zero then the time in seconds before the entity transforms will be random between value+range_min and value+range_max)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">range_min</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">Time in seconds to be added to value to have the minimum random time range value until the entity transforms (if non-zero then the time in seconds before the entity transforms will be random between value+range_min and value+range_max)</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">value</td>
<td style="border-style:solid; border-width:1; padding:9px">Decimal</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">Time in seconds before the entity transforms</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drop_equipment</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Cause the entity to drop all equipment upon transformation</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drop_inventory</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Cause the entity to drop all items in inventory upon transformation</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">into</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Entity Definition that this entity will transform into</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">keep_level</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If this entity has trades and has leveled up, it should maintain that level after transformation.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">keep_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">If this entity is owned by another entity, it should remain owned after transformation.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">preserve_equipment</td>
<td style="border-style:solid; border-width:2; padding:8px">Boolean</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Cause the entity to keep equipment after going through transformation</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">transformation_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Sound to play when the entity is done transforming</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:trusting">minecraft:trusting</p></h2>
Defines the rules for a mob to trust players.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">The chance of the entity trusting with each item use between 0.0 and 1.0, where 1.0 is 100%.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">trust_event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">Event to run when this entity becomes trusting.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">trust_items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of items that can be used to get the entity to trust players.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:variable_max_auto_step">minecraft:variable_max_auto_step</p></h2>
Entities with this component will have a maximum auto step height that is different depending on whether they are on a block that prevents jumping. Incompatible with "runtime_identifier": "minecraft:horse".</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">base_value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5625</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum auto step height when on any other block.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">controlled_value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5625</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum auto step height when on any other block and controlled by the player.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_prevented_value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5625</td>
<td style="border-style:solid; border-width:2; padding:8px">The maximum auto step height when on a block that prevents jumping.</br></td>
</tr>
</table>
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<h2><p id="minecraft:vibration_damper">minecraft:vibration_damper</p></h2>
Vibrations emitted by this entity will be ignored.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:water_movement">minecraft:water_movement</p></h2>
<h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drag_factor</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.8</td>
<td style="border-style:solid; border-width:2; padding:8px">Drag factor to determine movement speed when in water.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<br><br>
<h1><p id="Entity Definition Properties">Entity Definition Properties</p></h1>
These properties are part of the Entity Definition as a whole and go before the Component or Component Groups. Make sure to place them before any Components, Component Groups or Events sections or they will be ignored.</br><h2></h2>
<h2><p id="format_version">format_version</p></h2>
Specifies the version of the game this entity was made in. If the version is lower than the current version, any changes made to the entity in the vanilla version will be applied to it.</br><a href="#Index">Back to top</a><br><br>
<h2>Code Example</h2>
Example<br / ><textarea readonly="true" cols="29" rows="10">
{
"format_version": "1.8.0",
"minecraft:entity": {
"component_groups": {
...
}
...
}
}
</textarea> </br>
<br><br>
<h1><p id="Entity Description Properties">Entity Description Properties</p></h1>
This section defines properties required to identify and construct the entity</br><h2></h2>
<h2><p id="Entity Description Properties">Entity Description Properties</p></h2>
<h3></h3>
<h3><p id="identifier">identifier</p></h3>
Sets the name for this entity's description.</br><h4></h4>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The identifier for this entity</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h3><p id="is_spawnable">is_spawnable</p></h3>
Sets whether or not this entity has a spawn egg in the creative ui.</br><h4></h4>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">Set to determine if this entity has a spawn egg.</br></td>
</tr>
</table>
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<h3><p id="is_summonable">is_summonable</p></h3>
Sets whether or not we can summon this entity using commands such as /summon.</br><h4></h4>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">Boolean</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">Flag to mark this entity as being summonable or not.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h3><p id="runtime_identifier">runtime_identifier</p></h3>
Sets the name for the Vanilla Minecraft identifier this entity will use to build itself from.</br><h4></h4>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">Type</th> <th style="border-style:solid; border-width:1;">Default Value</th> <th style="border-style:solid; border-width:1;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">String</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">The identifier for the class to construct this entity with</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<br><br>
<h2><p id="animations">animations</p></h2>
Sets the mapping of internal animation references to actual animations. This is a JSON Object of name/animation pairs</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">animation</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">Actual animation to use</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">name</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">Internal (to the entity) name of this animation entry</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="scripts">scripts</p></h2>
Sets the mapping of internal animation controller references to actual animation controller. This is a JSON Array of name/animation-controller pairs</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">animation controller</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">Actual animation to use</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">name</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">Internal (to the entity) name of this animation entry</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<br><br>
<h1><p id="ID Lists">ID Lists</p></h1>
<h2></h2>
<h2><p id="AI Goals">AI Goals</p></h2>
<h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.admire_item</td>
<td style="border-style:solid; border-width:2; padding:8px">1024844406</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.avoid_block</td>
<td style="border-style:solid; border-width:2; padding:8px">2854732834617046989</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.avoid_mob_type</td>
<td style="border-style:solid; border-width:2; padding:8px">12990492194774829831</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.barter</td>
<td style="border-style:solid; border-width:2; padding:8px">536670686</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.beg</td>
<td style="border-style:solid; border-width:2; padding:8px">1346418048</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.break_door</td>
<td style="border-style:solid; border-width:2; padding:8px">-1798237626</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.breed</td>
<td style="border-style:solid; border-width:2; padding:8px">51166360</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.celebrate</td>
<td style="border-style:solid; border-width:2; padding:8px">3133100024050825239</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.celebrate_survive</td>
<td style="border-style:solid; border-width:2; padding:8px">9921563176146616642</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.charge_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">16313004636962889255</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.charge_held_item</td>
<td style="border-style:solid; border-width:2; padding:8px">9534738104831396526</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.circle_around_anchor</td>
<td style="border-style:solid; border-width:2; padding:8px">6362218630635387278</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.controlled_by_player</td>
<td style="border-style:solid; border-width:2; padding:8px">17455778614872480612</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.croak</td>
<td style="border-style:solid; border-width:2; padding:8px">13695866816529218596</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.defend_trusted_target</td>
<td style="border-style:solid; border-width:2; padding:8px">2070046390</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.defend_village_target</td>
<td style="border-style:solid; border-width:2; padding:8px">5237560637228864639</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.delayed_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">16686103324935382281</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dig</td>
<td style="border-style:solid; border-width:2; padding:8px">18229463342171064186</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.door_interact</td>
<td style="border-style:solid; border-width:2; padding:8px">-286762735</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragonchargeplayer</td>
<td style="border-style:solid; border-width:2; padding:8px">3000393824704693780</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragondeath</td>
<td style="border-style:solid; border-width:2; padding:8px">-1541162059</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragonflaming</td>
<td style="border-style:solid; border-width:2; padding:8px">17923055218634571091</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragonholdingpattern</td>
<td style="border-style:solid; border-width:2; padding:8px">1066617362</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragonlanding</td>
<td style="border-style:solid; border-width:2; padding:8px">-152352492</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragonscanning</td>
<td style="border-style:solid; border-width:2; padding:8px">-1003941066</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragonstrafeplayer</td>
<td style="border-style:solid; border-width:2; padding:8px">18364378208758607551</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragontakeoff</td>
<td style="border-style:solid; border-width:2; padding:8px">-1912535317</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.drink_milk</td>
<td style="border-style:solid; border-width:2; padding:8px">14686590835698253470</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.drink_potion</td>
<td style="border-style:solid; border-width:2; padding:8px">277029334</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.drop_item_for</td>
<td style="border-style:solid; border-width:2; padding:8px">6288016308568137423</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.eat_block</td>
<td style="border-style:solid; border-width:2; padding:8px">13717849383294281770</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.eat_carried_item</td>
<td style="border-style:solid; border-width:2; padding:8px">-184757575</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.eat_mob</td>
<td style="border-style:solid; border-width:2; padding:8px">6189417788331940525</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.emerge</td>
<td style="border-style:solid; border-width:2; padding:8px">12499259831953635711</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.enderman_leave_block</td>
<td style="border-style:solid; border-width:2; padding:8px">-717580550</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.enderman_take_block</td>
<td style="border-style:solid; border-width:2; padding:8px">-537294220</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.equip_item</td>
<td style="border-style:solid; border-width:2; padding:8px">13771509599928214056</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.explore_outskirts</td>
<td style="border-style:solid; border-width:2; padding:8px">1573426610843290210</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.fertilize_farm_block</td>
<td style="border-style:solid; border-width:2; padding:8px">9206289212958280677</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.find_cover</td>
<td style="border-style:solid; border-width:2; padding:8px">-1231227755</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.find_mount</td>
<td style="border-style:solid; border-width:2; padding:8px">731306871</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.find_underwater_treasure</td>
<td style="border-style:solid; border-width:2; padding:8px">-1602192311</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.fire_at_target</td>
<td style="border-style:solid; border-width:2; padding:8px">15552728018745447502</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.flee_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">-617664229</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.float</td>
<td style="border-style:solid; border-width:2; padding:8px">1758503000</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.float_wander</td>
<td style="border-style:solid; border-width:2; padding:8px">-1122048364</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.follow_caravan</td>
<td style="border-style:solid; border-width:2; padding:8px">9936402</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.follow_mob</td>
<td style="border-style:solid; border-width:2; padding:8px">-1524701626</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.follow_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">1213259599</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.follow_parent</td>
<td style="border-style:solid; border-width:2; padding:8px">2127040136</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.follow_target_captain</td>
<td style="border-style:solid; border-width:2; padding:8px">-135480526</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.go_and_give_items_to_noteblock</td>
<td style="border-style:solid; border-width:2; padding:8px">4654150191236239757</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.go_and_give_items_to_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">12205890323878762703</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.go_home</td>
<td style="border-style:solid; border-width:2; padding:8px">16188843613883396158</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.guardian_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">10035257602683297598</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.harvest_farm_block</td>
<td style="border-style:solid; border-width:2; padding:8px">10346419677401805698</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.hide</td>
<td style="border-style:solid; border-width:2; padding:8px">-1101331718</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.hold_ground</td>
<td style="border-style:solid; border-width:2; padding:8px">1804286487</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.hurt_by_target</td>
<td style="border-style:solid; border-width:2; padding:8px">-1710404297</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.inspect_bookshelf</td>
<td style="border-style:solid; border-width:2; padding:8px">40191182</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.investigate_suspicious_location</td>
<td style="border-style:solid; border-width:2; padding:8px">17828766620487298865</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.jump_around_target</td>
<td style="border-style:solid; border-width:2; padding:8px">11795366379540415834</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.jump_to_block</td>
<td style="border-style:solid; border-width:2; padding:8px">9920654059703051752</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.knockback_roar</td>
<td style="border-style:solid; border-width:2; padding:8px">10556128811593022910</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.lay_down</td>
<td style="border-style:solid; border-width:2; padding:8px">-2074934675</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.lay_egg</td>
<td style="border-style:solid; border-width:2; padding:8px">-1207740530</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.leap_at_target</td>
<td style="border-style:solid; border-width:2; padding:8px">256926956</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.look_at_entity</td>
<td style="border-style:solid; border-width:2; padding:8px">-1735428573</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.look_at_player</td>
<td style="border-style:solid; border-width:2; padding:8px">-1892159379</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.look_at_target</td>
<td style="border-style:solid; border-width:2; padding:8px">-885375871</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.look_at_trading_player</td>
<td style="border-style:solid; border-width:2; padding:8px">-2094605693</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.make_love</td>
<td style="border-style:solid; border-width:2; padding:8px">-1551283431</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.melee_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">11509785650956819759</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.melee_box_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">16943510645914782909</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.mingle</td>
<td style="border-style:solid; border-width:2; padding:8px">385775952</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.mount_pathing</td>
<td style="border-style:solid; border-width:2; padding:8px">1112137677</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_around_target</td>
<td style="border-style:solid; border-width:2; padding:8px">12172580866581071579</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_indoors</td>
<td style="border-style:solid; border-width:2; padding:8px">15759011189030877060</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_outdoors</td>
<td style="border-style:solid; border-width:2; padding:8px">13363481534821336549</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_through_village</td>
<td style="border-style:solid; border-width:2; padding:8px">779377630</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_block</td>
<td style="border-style:solid; border-width:2; padding:8px">-342788833</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_land</td>
<td style="border-style:solid; border-width:2; padding:8px">-943551837</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">-945036492</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_liquid</td>
<td style="border-style:solid; border-width:2; padding:8px">635836098</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_poi</td>
<td style="border-style:solid; border-width:2; padding:8px">-1614682114</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_random_block</td>
<td style="border-style:solid; border-width:2; padding:8px">395022171</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_village</td>
<td style="border-style:solid; border-width:2; padding:8px">-805189394</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_water</td>
<td style="border-style:solid; border-width:2; padding:8px">1886139445</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_towards_dwelling_restriction</td>
<td style="border-style:solid; border-width:2; padding:8px">4996579375027897212</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_towards_home_restriction</td>
<td style="border-style:solid; border-width:2; padding:8px">6619321617752047371</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_towards_target</td>
<td style="border-style:solid; border-width:2; padding:8px">-166537884</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.nap</td>
<td style="border-style:solid; border-width:2; padding:8px">992184933</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.nearest_attackable_target</td>
<td style="border-style:solid; border-width:2; padding:8px">5824270165841165755</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.nearest_prioritized_attackable_target</td>
<td style="border-style:solid; border-width:2; padding:8px">335414683</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.ocelot_sit_on_block</td>
<td style="border-style:solid; border-width:2; padding:8px">-1327999383</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.ocelotattack</td>
<td style="border-style:solid; border-width:2; padding:8px">6119969836310458450</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.offer_flower</td>
<td style="border-style:solid; border-width:2; padding:8px">14523794672066366898</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.open_door</td>
<td style="border-style:solid; border-width:2; padding:8px">-906200433</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.owner_hurt_by_target</td>
<td style="border-style:solid; border-width:2; padding:8px">530667419</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.owner_hurt_target</td>
<td style="border-style:solid; border-width:2; padding:8px">995655261</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.panic</td>
<td style="border-style:solid; border-width:2; padding:8px">-169886247</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.peek</td>
<td style="border-style:solid; border-width:2; padding:8px">211304085</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.pet_sleep_with_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">1379392240</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.pickup_items</td>
<td style="border-style:solid; border-width:2; padding:8px">644287189</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.play</td>
<td style="border-style:solid; border-width:2; padding:8px">9028661884418335188</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.play_dead</td>
<td style="border-style:solid; border-width:2; padding:8px">15611122012431414539</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.player_ride_tamed</td>
<td style="border-style:solid; border-width:2; padding:8px">603869698</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.raid_garden</td>
<td style="border-style:solid; border-width:2; padding:8px">-1145687602</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.ram_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">16987281751541937759</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">928528911</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_fly</td>
<td style="border-style:solid; border-width:2; padding:8px">-446385505</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_hover</td>
<td style="border-style:solid; border-width:2; padding:8px">-1797323808</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_look_around</td>
<td style="border-style:solid; border-width:2; padding:8px">1177762851</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_look_around_and_sit</td>
<td style="border-style:solid; border-width:2; padding:8px">-1368070166</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_search_and_dig</td>
<td style="border-style:solid; border-width:2; padding:8px">9274891347700307903</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_sitting</td>
<td style="border-style:solid; border-width:2; padding:8px">1722716662</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_stroll</td>
<td style="border-style:solid; border-width:2; padding:8px">-1643504294</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">-1465281278</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.ranged_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">17427060681688556526</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.receive_love</td>
<td style="border-style:solid; border-width:2; padding:8px">1156694272</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.restrict_open_door</td>
<td style="border-style:solid; border-width:2; padding:8px">715583988</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.restrict_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">-382716017</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.rise_to_liquid_level</td>
<td style="border-style:solid; border-width:2; padding:8px">-950950337</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.roar</td>
<td style="border-style:solid; border-width:2; padding:8px">8169564995138049594</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.roll</td>
<td style="border-style:solid; border-width:2; padding:8px">817471653</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.run_around_like_crazy</td>
<td style="border-style:solid; border-width:2; padding:8px">-1390363669</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.scared</td>
<td style="border-style:solid; border-width:2; padding:8px">-1643945926</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.send_event</td>
<td style="border-style:solid; border-width:2; padding:8px">-823429137</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.share_items</td>
<td style="border-style:solid; border-width:2; padding:8px">2045906118</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.silverfish_merge_with_stone</td>
<td style="border-style:solid; border-width:2; padding:8px">321908121</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.silverfish_wake_up_friends</td>
<td style="border-style:solid; border-width:2; padding:8px">484391748</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.skeleton_horse_trap</td>
<td style="border-style:solid; border-width:2; padding:8px">530952387</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.sleep</td>
<td style="border-style:solid; border-width:2; padding:8px">-1811763</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.slime_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">9939462702916185623</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.slime_float</td>
<td style="border-style:solid; border-width:2; padding:8px">3498887529883213515</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.slime_keep_on_jumping</td>
<td style="border-style:solid; border-width:2; padding:8px">9635607836508236313</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.slime_random_direction</td>
<td style="border-style:solid; border-width:2; padding:8px">16233644158771707634</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.snacking</td>
<td style="border-style:solid; border-width:2; padding:8px">875141064</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.sneeze</td>
<td style="border-style:solid; border-width:2; padding:8px">1528584076</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.sniff</td>
<td style="border-style:solid; border-width:2; padding:8px">2518751594793034670</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.sonic_boom</td>
<td style="border-style:solid; border-width:2; padding:8px">3140959826915046776</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.squid_dive</td>
<td style="border-style:solid; border-width:2; padding:8px">1626998843</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.squid_flee</td>
<td style="border-style:solid; border-width:2; padding:8px">1304043261</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.squid_idle</td>
<td style="border-style:solid; border-width:2; padding:8px">1741234679</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.squid_move_away_from_ground</td>
<td style="border-style:solid; border-width:2; padding:8px">892387674</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.squid_out_of_water</td>
<td style="border-style:solid; border-width:2; padding:8px">-1347598607</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.stalk_and_pounce_on_target</td>
<td style="border-style:solid; border-width:2; padding:8px">-1248479202</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.stay_near_noteblock</td>
<td style="border-style:solid; border-width:2; padding:8px">10537868669633006624</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.stay_while_sitting</td>
<td style="border-style:solid; border-width:2; padding:8px">1346980478</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.stomp_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">2494714009520253728</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.stomp_turtle_egg</td>
<td style="border-style:solid; border-width:2; padding:8px">851839416</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.stroll_towards_village</td>
<td style="border-style:solid; border-width:2; padding:8px">-1563831906</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.summon_entity</td>
<td style="border-style:solid; border-width:2; padding:8px">-2005850647</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.swell</td>
<td style="border-style:solid; border-width:2; padding:8px">-1473132493</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.swim_idle</td>
<td style="border-style:solid; border-width:2; padding:8px">6562850329755828441</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.swim_up_for_breath</td>
<td style="border-style:solid; border-width:2; padding:8px">6795851152810947053</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.swim_wander</td>
<td style="border-style:solid; border-width:2; padding:8px">12378924708543723854</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.swim_with_entity</td>
<td style="border-style:solid; border-width:2; padding:8px">10204691344094313319</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.swoop_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">7451467701814397451</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.take_flower</td>
<td style="border-style:solid; border-width:2; padding:8px">16066043784359778497</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.teleport_to_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">1980014114121577323</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.tempt</td>
<td style="border-style:solid; border-width:2; padding:8px">422904556</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.timer_flag_1</td>
<td style="border-style:solid; border-width:2; padding:8px">9107193206350859182</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.timer_flag_2</td>
<td style="border-style:solid; border-width:2; padding:8px">9107192106839230971</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.timer_flag_3</td>
<td style="border-style:solid; border-width:2; padding:8px">9107191007327602760</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.trade_interest</td>
<td style="border-style:solid; border-width:2; padding:8px">-574851053</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.trade_with_player</td>
<td style="border-style:solid; border-width:2; padding:8px">13082946109325010651</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.vex_copy_owner_target</td>
<td style="border-style:solid; border-width:2; padding:8px">-643459543</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.vex_random_move</td>
<td style="border-style:solid; border-width:2; padding:8px">-1117822165</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.wither_random_attack_pos_goal</td>
<td style="border-style:solid; border-width:2; padding:8px">-528895885</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.wither_target_highest_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">-1065562072</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.work</td>
<td style="border-style:solid; border-width:2; padding:8px">11642413332579264431</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.work_composter</td>
<td style="border-style:solid; border-width:2; padding:8px">8770872254111982548</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="Attributes">Attributes</p></h2>
<h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:attack</td>
<td style="border-style:solid; border-width:2; padding:8px">1651346034</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:spell_effects</td>
<td style="border-style:solid; border-width:2; padding:8px">523264365</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:strength</td>
<td style="border-style:solid; border-width:2; padding:8px">648564399</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="Components">Components</p></h2>
<h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">-2078137563</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:addrider</td>
<td style="border-style:solid; border-width:2; padding:8px">-1014528905</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:admire_item</td>
<td style="border-style:solid; border-width:2; padding:8px">-1838165406</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:ageable</td>
<td style="border-style:solid; border-width:2; padding:8px">1092934985</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:anger_level</td>
<td style="border-style:solid; border-width:2; padding:8px">500775548</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:angry</td>
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<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:vibration_listener</td>
<td style="border-style:solid; border-width:2; padding:8px">1844567337</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:water_movement</td>
<td style="border-style:solid; border-width:2; padding:8px">-128701925</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="Entity Description Properties">Entity Description Properties</p></h2>
<h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">animations</td>
<td style="border-style:solid; border-width:2; padding:8px">1232311658</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">scripts</td>
<td style="border-style:solid; border-width:2; padding:8px">-76244517</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="Properties">Properties</p></h2>
<h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:ambient_sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">-1314051310</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:body_rotation_blocked</td>
<td style="border-style:solid; border-width:2; padding:8px">-31742338</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:can_climb</td>
<td style="border-style:solid; border-width:2; padding:8px">-550459594</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:can_fly</td>
<td style="border-style:solid; border-width:2; padding:8px">985724318</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:can_power_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">-763124853</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:color</td>
<td style="border-style:solid; border-width:2; padding:8px">1069623177</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:color2</td>
<td style="border-style:solid; border-width:2; padding:8px">1429635777</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:default_look_angle</td>
<td style="border-style:solid; border-width:2; padding:8px">-815556357</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:equipment</td>
<td style="border-style:solid; border-width:2; padding:8px">714661022</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:fire_immune</td>
<td style="border-style:solid; border-width:2; padding:8px">-1071767182</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:floats_in_liquid</td>
<td style="border-style:solid; border-width:2; padding:8px">179778474</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:flying_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">-570508595</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:friction_modifier</td>
<td style="border-style:solid; border-width:2; padding:8px">-714364556</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:ground_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">-1816881803</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:input_ground_controlled</td>
<td style="border-style:solid; border-width:2; padding:8px">-646415617</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_baby</td>
<td style="border-style:solid; border-width:2; padding:8px">1853172763</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_charged</td>
<td style="border-style:solid; border-width:2; padding:8px">125340337</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_chested</td>
<td style="border-style:solid; border-width:2; padding:8px">-817599379</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_dyeable</td>
<td style="border-style:solid; border-width:2; padding:8px">1381448355</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_hidden_when_invisible</td>
<td style="border-style:solid; border-width:2; padding:8px">-1553744</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_ignited</td>
<td style="border-style:solid; border-width:2; padding:8px">905710223</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_illager_captain</td>
<td style="border-style:solid; border-width:2; padding:8px">921912694</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_pregnant</td>
<td style="border-style:solid; border-width:2; padding:8px">-1253700046</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_saddled</td>
<td style="border-style:solid; border-width:2; padding:8px">1037901616</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_shaking</td>
<td style="border-style:solid; border-width:2; padding:8px">523951884</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_sheared</td>
<td style="border-style:solid; border-width:2; padding:8px">1154836813</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_stackable</td>
<td style="border-style:solid; border-width:2; padding:8px">1184456737</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_stunned</td>
<td style="border-style:solid; border-width:2; padding:8px">1818977510</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_tamed</td>
<td style="border-style:solid; border-width:2; padding:8px">1646421078</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:item_controllable</td>
<td style="border-style:solid; border-width:2; padding:8px">1868311069</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:loot</td>
<td style="border-style:solid; border-width:2; padding:8px">1775814032</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:mark_variant</td>
<td style="border-style:solid; border-width:2; padding:8px">663621689</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:movement_sound_distance_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">124679519</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:push_through</td>
<td style="border-style:solid; border-width:2; padding:8px">-138030768</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:scale</td>
<td style="border-style:solid; border-width:2; padding:8px">77854436</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:skin_id</td>
<td style="border-style:solid; border-width:2; padding:8px">1838729593</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:sound_volume</td>
<td style="border-style:solid; border-width:2; padding:8px">937951776</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:type_family</td>
<td style="border-style:solid; border-width:2; padding:8px">-255011285</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:variant</td>
<td style="border-style:solid; border-width:2; padding:8px">-1789583977</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:walk_animation_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">972393614</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:wants_jockey</td>
<td style="border-style:solid; border-width:2; padding:8px">1832515141</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="Triggers">Triggers</p></h2>
<h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_death</td>
<td style="border-style:solid; border-width:2; padding:8px">-49357854</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_friendly_anger</td>
<td style="border-style:solid; border-width:2; padding:8px">-1009986313</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">-1028603471</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_hurt_by_player</td>
<td style="border-style:solid; border-width:2; padding:8px">-599009831</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_ignite</td>
<td style="border-style:solid; border-width:2; padding:8px">-1911489054</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_start_landing</td>
<td style="border-style:solid; border-width:2; padding:8px">-555648368</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_start_takeoff</td>
<td style="border-style:solid; border-width:2; padding:8px">426083399</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_target_acquired</td>
<td style="border-style:solid; border-width:2; padding:8px">1063277906</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_target_escape</td>
<td style="border-style:solid; border-width:2; padding:8px">-1373130027</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_wake_with_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">-1543219003</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<br><br>
<h1><p id="Properties">Properties</p></h1>
<h2></h2>
<h2><p id="minecraft:ambient_sound_interval">minecraft:ambient_sound_interval</p></h2>
Sets the entity's delay between playing its ambient sound.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event_name</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">ambient</td>
<td style="border-style:solid; border-width:2; padding:8px">Level sound event to be played as the ambient sound.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event_names</td>
<td style="border-style:solid; border-width:2; padding:8px">Array</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of dynamic level sound events, with conditions for choosing between them. Evaluated in order, first one wins. If none evaluate to true, 'event_name' will take precedence.</br><h5><p id="condition">condition</p></h5>
The condition that must be satisfied to select the given ambient sound</br><a href="#Index">Back to top</a><br><br>
<h5><p id="event_name">event_name</p></h5>
Level sound event to be played as the ambient sound</br><a href="#Index">Back to top</a><br><br>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">range</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">16.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum time in seconds to randomly add to the ambient sound delay time.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">8.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">Minimum time in seconds before the entity plays its ambient sound again.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:body_rotation_blocked">minecraft:body_rotation_blocked</p></h2>
When set, the entity will no longer visually rotate their body to match their facing direction.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:can_climb">minecraft:can_climb</p></h2>
Allows this entity to climb up ladders.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:can_fly">minecraft:can_fly</p></h2>
Marks the entity as being able to fly, the pathfinder won't be restricted to paths where a solid block is required underneath it.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:can_power_jump">minecraft:can_power_jump</p></h2>
Allows the entity to power jump like the horse does in vanilla.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:color">minecraft:color</p></h2>
Defines the entity's color. Only works on vanilla entities that have predefined color values (sheep, llama, shulker).</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The Palette Color value of the entity.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:color2">minecraft:color2</p></h2>
Defines the entity's second texture color. Only works on vanilla entities that have a second predefined color values (tropical fish).</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The second Palette Color value of the entity.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:default_look_angle">minecraft:default_look_angle</p></h2>
Sets this entity's default head rotation angle.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">Angle in degrees.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:equipment">minecraft:equipment</p></h2>
Sets the Equipment table to use for this Entity.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">slot_drop_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">A list of slots with the chance to drop an equipped item from that slot.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">table</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The file path to the equipment table, relative to the behavior pack's root.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:fire_immune">minecraft:fire_immune</p></h2>
Sets that this entity doesn't take damage from fire.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:floats_in_liquid">minecraft:floats_in_liquid</p></h2>
Sets that this entity can float in liquid blocks.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:flying_speed">minecraft:flying_speed</p></h2>
Speed in Blocks that this entity flies at.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">Flying speed in blocks per tick.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:friction_modifier">minecraft:friction_modifier</p></h2>
Defines how much friction affects this entity.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The higher the number, the more the friction affects this entity. A value of 1.0 means regular friction, while 2.0 means twice as much.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:ground_offset">minecraft:ground_offset</p></h2>
Sets the offset from the ground that the entity is actually at.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The value of the entity's offset from the terrain, in blocks.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:input_ground_controlled">minecraft:input_ground_controlled</p></h2>
When configured as a rideable entity, the entity will be controlled using WASD controls. Beginning with 1.19.50 the default auto step height for rideable entities is half a block. Consider adding the `variable_max_auto_step` component to increase it.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_baby">minecraft:is_baby</p></h2>
Sets that this entity is a baby.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_charged">minecraft:is_charged</p></h2>
Sets that this entity is charged.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_chested">minecraft:is_chested</p></h2>
Sets that this entity is currently carrying a chest.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_dyeable">minecraft:is_dyeable</p></h2>
Allows dyes to be used on this entity to change its color.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interact_text</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The text that will display when interacting with this entity with a dye when playing with Touch-screen controls.</br></td>
</tr>
</table>
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<h2><p id="minecraft:is_hidden_when_invisible">minecraft:is_hidden_when_invisible</p></h2>
Sets that this entity can hide from hostile mobs while invisible.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_ignited">minecraft:is_ignited</p></h2>
Sets that this entity is currently on fire.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_illager_captain">minecraft:is_illager_captain</p></h2>
Sets that this entity is an illager captain.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_pregnant">minecraft:is_pregnant</p></h2>
Sets that this entity is currently pregnant.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_saddled">minecraft:is_saddled</p></h2>
Sets that this entity is currently saddled.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_shaking">minecraft:is_shaking</p></h2>
Sets that this entity is currently shaking.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_sheared">minecraft:is_sheared</p></h2>
Sets that this entity is currently sheared.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_stackable">minecraft:is_stackable</p></h2>
Sets that this entity can be stacked.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_stunned">minecraft:is_stunned</p></h2>
Sets that this entity is currently stunned.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:is_tamed">minecraft:is_tamed</p></h2>
Sets that this entity is currently tamed.</br><a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:item_controllable">minecraft:item_controllable</p></h2>
Defines what items can be used to control this entity while ridden.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">control_items</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of items that can be used to control this entity.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:loot">minecraft:loot</p></h2>
Sets the loot table for what items this entity drops upon death.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">table</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The path to the loot table, relative to the Behavior Pack's root.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:mark_variant">minecraft:mark_variant</p></h2>
Additional variant value. Can be used to further differentiate variants.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The ID of the variant. By convention, 0 is the ID of the base entity.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:movement_sound_distance_offset">minecraft:movement_sound_distance_offset</p></h2>
Sets the offset used to determine the next step distance for playing a movement sound.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The higher the number, the less often the movement sound will be played.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:push_through">minecraft:push_through</p></h2>
Sets the distance through which the entity can push through.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The value of the entity's push-through, in blocks.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:scale">minecraft:scale</p></h2>
Sets the entity's visual size.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The value of the scale. 1.0 means the entity will appear at the scale they are defined in their model. Higher numbers make the entity bigger.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:skin_id">minecraft:skin_id</p></h2>
Skin ID value. Can be used to differentiate skins, such as base skins for villagers.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The ID of the skin. By convention, 0 is the ID of the base skin.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:sound_volume">minecraft:sound_volume</p></h2>
Sets the entity's base volume for sound effects.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The value of the volume the entity uses for sound effects.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:type_family">minecraft:type_family</p></h2>
Defines the families this entity belongs to.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">family</td>
<td style="border-style:solid; border-width:2; padding:8px">List</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of family names.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:variant">minecraft:variant</p></h2>
Used to differentiate the component group of a variant of an entity from others. (e.g. ocelot, villager)</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Integer</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The ID of the variant. By convention, 0 is the ID of the base entity.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:walk_animation_speed">minecraft:walk_animation_speed</p></h2>
Sets the speed multiplier for this entity's walk animation speed.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">Decimal</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The higher the number, the faster the animation for walking plays. A value of 1.0 means normal speed, while 2.0 means twice as fast.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:wants_jockey">minecraft:wants_jockey</p></h2>
Sets that this entity wants to become a jockey.</br><a href="#Index">Back to top</a><br><br>
<br><br>
<h1><p id="Triggers">Triggers</p></h1>
<h2></h2>
<h2><p id="minecraft:on_death">minecraft:on_death</p></h2>
Only usable by the Ender Dragon. Adds a trigger to call on this entity's death.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to run when the conditions for this trigger are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions for this trigger to execute.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The target of the event.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:on_friendly_anger">minecraft:on_friendly_anger</p></h2>
Adds a trigger that will run when a nearby entity of the same type as this entity becomes Angry.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to run when the conditions for this trigger are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions for this trigger to execute.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The target of the event.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:on_hurt">minecraft:on_hurt</p></h2>
Adds a trigger to call when this entity takes damage.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to run when the conditions for this trigger are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions for this trigger to execute.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The target of the event.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:on_hurt_by_player">minecraft:on_hurt_by_player</p></h2>
Adds a trigger to call when this entity is attacked by the player.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to run when the conditions for this trigger are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions for this trigger to execute.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The target of the event.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:on_ignite">minecraft:on_ignite</p></h2>
Adds a trigger to call when this entity is set on fire.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to run when the conditions for this trigger are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions for this trigger to execute.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The target of the event.</br></td>
</tr>
</table>
<a href="#Index">Back to top</a><br><br>
<h2><p id="minecraft:on_start_landing">minecraft:on_start_landing</p></h2>
Only usable by the Ender Dragon. Adds a trigger to call when this entity lands.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to run when the conditions for this trigger are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions for this trigger to execute.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The target of the event.</br></td>
</tr>
</table>
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<h2><p id="minecraft:on_start_takeoff">minecraft:on_start_takeoff</p></h2>
Only usable by the Ender Dragon. Adds a trigger to call when this entity starts flying.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to run when the conditions for this trigger are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions for this trigger to execute.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The target of the event.</br></td>
</tr>
</table>
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<h2><p id="minecraft:on_target_acquired">minecraft:on_target_acquired</p></h2>
Adds a trigger to call when this entity finds a target.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to run when the conditions for this trigger are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions for this trigger to execute.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The target of the event.</br></td>
</tr>
</table>
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<h2><p id="minecraft:on_target_escape">minecraft:on_target_escape</p></h2>
Adds a trigger to call when this entity loses the target it currently has.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to run when the conditions for this trigger are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions for this trigger to execute.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The target of the event.</br></td>
</tr>
</table>
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<h2><p id="minecraft:on_wake_with_owner">minecraft:on_wake_with_owner</p></h2>
Adds a trigger to call when this pet's owner awakes after sleeping with the pet.</br><h3></h3>
<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Name</th> <th style="border-style:solid; border-width:2;">Type</th> <th style="border-style:solid; border-width:2;">Default Value</th> <th style="border-style:solid; border-width:2;">Description</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The event to run when the conditions for this trigger are met.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft Filter</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">The list of conditions for this trigger to execute.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">String</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">The target of the event.</br></td>
</tr>
</table>
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<br><br>
<br><br>