And Then I Have Just One Than 1.5 Modifier Again

Attributes are a system of buffs/debuffs that are properties on mobs and players. Attributes also take modifiers that adjust the strength of their effect.

Contents

  • 1 Applying attributes
  • 2 Attributes
    • 2.ane Attributes available on all living entities
    • 2.2 Attributes for players
    • 2.3 Attributes for horses
    • 2.4 Attributes for bees and parrots
    • two.5 Attributes for zombies
    • 2.vi Properties of unknown attributes
  • three Modifiers
    • 3.1 Operations
    • 3.2 Vanilla modifiers
  • 4 History
  • 5 References

Applying attributes [ ]

When applied to an detail, a modifier adjusts the corresponding aspect if the detail is held or worn.[ane] [ii] Attributes/modifiers can be added to items or mobs without the use of third-political party NBT editing software by adding data tags to the give and summon commands. The UUIDs for these modifiers should be randomly called, to prevent accidentally using the same UUID as some other modifier.

The post-obit command gives the player a netherite sword that deals xx ♥ × x extra damage. If the player changes the performance from 0 to ane it multiplies the assail damage instead:

/give @s netherite_sword{AttributeModifiers:[{AttributeName:"generic.attack_damage", Name:"generic.attack_damage", Amount:20.0, Operation:0, UUID:[I; 42853, 1689024593, -201178, -1559272105]}]} i

The following command summons a zombie that follows players when they are 100 blocks or less from it instead of the usual 40:

/summon zombie ~ ~ ~ {Attributes:[{Name:"generic.follow_range", Base:100.0}]}

The thespian can as well specify what slot has certain attributes:

/give @p diamond_axe{AttributeModifiers:[{Slot:"mainhand", AttributeName:"generic.attack_damage", Name:"generic.attack_damage", Amount:20.0, Performance:0, UUID:[I; -192596, -61963, -161679, -10288428]}]} ane

The slot can exist mainhand, offhand, head, chest, legs or feet.

Besides, in example the player wants the assault speed of one.8 with the style of 1.9, try this:

/give @s shield{Unbreakable:1,AttributeModifiers:[{Slot:"offhand", AttributeName:"generic.attack_speed", Name:"generic.attack_speed", Amount:m.0, Operation:0, UUID:[I; -110663, 103297, -1423577, 206238]}]} 1

Every bit of 1.16, the player can also use the /attribute command to apply attributes. This command case makes the Luck attribute high enough to fish treasures nearly every fourth dimension:

/attribute @p minecraft:generic.luck base of operations set up 1024

Attributes [ ]

An individual aspect controls some property, described by its name. An aspect e'er has a base of operations value, and may have any number of modifiers. Attributes too accept a default value (used when spawning a mob with an undefined attribute base), and hard-coded minimum and maximum values. Modifiers act on an aspect's base, but the calculated value is always capped by the minimum and maximum.

Minimum and maximum are inclusive unless specified otherwise or they are equal to 1.seven×ten308.

Note that attribute modifiers that have the same UUID and affect the same attribute practise not stack; merely the ane that most recently affected a player or mob has an event, overriding the previously affecting modifier(s).

Attributes bachelor on all living entities [ ]

These attributes are found on all living entities, including players.

Attribute Name Clarification Default Base Minimum Maximum
generic.max_health The maximum health of this mob (in half-hearts); determines the highest health they may be healed to. If the player is using this to summon a mob with high health, use this and the Health tag {Health:200.0f} for example. (Disabled in 1.17) 20.0 0.0 1024.0
generic.follow_range The range in blocks within which a mob with this attribute targets players or other mobs to runway. Exiting this range causes the mob to cease following the histrion/mob. Actual value used by nearly mobs is 16; for zombies it is twoscore. 32.0 0.0 2048.0
generic.knockback_resistance The scale of horizontal knockback resisted from attacks and projectiles. Vertical knockback is not affected. Does not affect explosions.[3] one.0 is 100% knockback resistance. 0.4 means threescore% of knockback is applied. 0.0 0.0 one.0
generic.movement_speed Speed of movement in some unknown metric. The mob's maximum speed in blocks/second is a flake over 43 times this value, just tin can exist afflicted past various atmospheric condition, such as: existence ridden (if a horse), sprinting, fleeing (if a passive mob), attacking (if an Enderman or Zombified Piglin), being led by a leash, being under the effect of a Speed or Slowness potion, being a baby zombie, or being a witch and drinking a potion.
Mob generic.movementSpeed
Panda (lazy) 0.07
Player 0.1
Panda , Player (sprinting) 0.15
Horse random value betwixt 0.1125 and 0.3375
Donkey , Llama , Mule , Strider 0.175
Slime 0.two + 0.one * Size
Cow , Magma Cube , Mooshroom , Parrot , Skeleton Horse , Snow Golem , Zombie Horse 0.2
Blaze , Drowned , Husk , Sheep , Zombie , Zombie Villager ,

Zombified Piglin

0.23
Chicken , Creeper , Endermite , Fe Golem , Grunter , Polar Conduct , Silverfish , Skeleton , Devious , Turtle , Witch , Wither Skeleton 0.25
Bee , Cat , Cave Spider , Elder Guardian , Enderman , Fox , Ocelot , Rabbit , Ravager , Spider , Wolf 0.3
Pillager , Vindicator 0.35
Hoglin 0.4
Evoker , Giant , Guardian , Illusioner , Piglin , Villager , Wandering Trader 0.5
Wither 0.half-dozen
Bat , Cod , Ender Dragon , Ghast , Pufferfish , Salmon , Shulker , Squid , Tropical Fish , Vex 0.7
Dolphin 1.ii
0.7 0.0 1024.0
generic.attack_damage Impairment dealt by attacks, in half-hearts. This attribute is not found on passive mobs and golems. 2.0 0.0 2048.0
generic.armor Armor defense points. 0.0 0.0 30.0
generic.armor_toughness Armor toughness. 0.0 0.0 xx.0
generic.attack_knockback Knockback practical to attacks. Applies only to mobs with concrete attacks.[4]
Ravager : 1.v
Hoglin and Zoglin : 1.0
0.0 0.0 five.0

Attributes for players [ ]

These attributes utilise to players.

Attribute Proper name Description Default Base Minimum Maximum
generic.attack_speed Determines recharging rate of attack strength. Value is the number of total-force attacks per second. 4.0 0.0 1024.0
generic.luck Affects the results of loot tables using the quality or bonus_rolls tag (e.g. when opening chests or chest minecarts, fishing, and killing mobs). 0.0 -1024.0 1024.0

Attributes for horses [ ]

These attributes employ to horses.

Attribute Proper noun Description Default Base Minimum Maximum
horse.jump_strength Equus caballus jump strength in some unknown metric. 0.vii 0.0 2.0

Attributes for bees and parrots [ ]

These attributes utilize to bees and parrots.

Attribute Proper noun Description Default Base Minimum Maximum
generic.flying_speed Flying speed modifier in some unknown metric. Set to 0.6 for bees and 0.4 for parrots. 0.4 0.0 1024.0

Attributes for zombies [ ]

These attributes apply to zombies.

Attribute Proper noun Description Default Base of operations Minimum Maximum
zombie.spawn_reinforcements Hazard for a zombie to spawn another zombie when attacked. 0.0 0.0 1.0

Properties of unknown attributes [ ]

When the game finds an attribute with an unrecognized proper name, information technology applies these properties to it.

Attribute Proper name Description Default Base Minimum Maximum
Any non-Vanilla Aspect name Unknown 0.0 -1.8×10308 (Negative Double.MAX_VALUE) 1.viii×ten308 (Double.MAX_VALUE)

Modifiers [ ]

Modifiers human activity upon the base value of an attribute, increasing or decreasing it. Annotation that the resulting value afterward modification is capped by the attribute's minimum and maximum. Like attributes, modifiers have a proper name, notwithstanding, this name does not define the modifier's behavior. Instead, a modifier's beliefs is determined past its operation. Modifiers also behave an amount to their modification, and a UUID to uniquely place the modifier.

Operations [ ]

A modifier's performance dictates how it modifies an attribute'south base value. Iii operations exist:

add (amount +/-): Saved every bit functioning 0. Adds all of the modifiers' amounts to the current value of the aspect. For case, modifying an attribute with {Corporeality:2,Functioning:0} and {Corporeality:4,Functioning:0} with a Base of operations of three results in 9 (3 + ii + 4 = nine).

multiply_base (amount % +/-, additive): Saved every bit operation i. Multiplies the current value of the attribute by (one + 10), where x is the sum of the modifiers' amounts. For example, modifying an attribute with {Amount:two,Functioning:one} and {Corporeality:4,Operation:1} with a Base of 3 results in 21 (iii * (ane + 2 + iv) = 21).

multiply (corporeality % +/-, multiplicative): Saved as operation 2. For every modifier, multiplies the current value of the aspect past (ane + x), where x is the amount of the particular modifier. Functions the same as Operation 1 if at that place is only a single modifier with operation one or two. However, for multiple modifiers information technology multiplies the modifiers rather than calculation them. For example, modifying an attribute with {Amount:2,Performance:2} and {Corporeality:four,Functioning:2} with a Base of 3 results in 45 (3 * (1 + 2) * (1 + 4) = 45).[v]

The mathematical behavior is as follows:

  • add: Increment X by Amount
  • multiply_base: Increase Y by Ten * Amount
  • multiply: Y = Y * (i + Amount) (equivalent to Increment Y past Y * Amount).

The game get-go sets X = Base, and so executes all Operation add together, then sets Y = X, then executes all multiply_base modifiers, and finally executes all multiply modifiers.

Vanilla modifiers [ ]

Every bit stated before, a modifier'southward name can be anything, and this does non impact its beliefs. The following are known modifier names and values used in vanilla Minecraft. Note that some UUIDs are generated on-the-fly, while others are represented as fixed strings in the lawmaking - these take been listed as well. Practice non add UUIDs to this table for modifiers where they are not listed - if a UUID is non listed, this means that it is dissimilar every time the modifier is created.

Modifier Name Description and Known Values Known Attributes Modified
Random spawn bonus Generated upon spawning; a random number from a Gaussian distribution ranging from 0.0 to 0.05. For Zombie Knockback Resistance, some other value between 0.0 and 0.05 is too generated. generic.follow_range (Operation i; all mobs), Knockback Resistance (Operation 0; Villagers and Zombies only)
Tool modifier Value varies based on tool and tier. generic.attack_damage (Performance 0; tridents, shovels, pickaxes, axes, hoes; UUID CB3F55D3-645C-4F38-A497-9C13A33DB5CF), generic.attack_speed (Functioning 0; tridents, shovels, pickaxes, axes, hoes; UUID FA233E1C-4180-4865-B01B-BCCE9785ACA3)
Weapon modifier Value varies based on weapon tier. generic.attack_damage (Operation 0; swords; UUID CB3F55D3-645C-4F38-A497-9C13A33DB5CF), generic.attack_speed (Operation 0; swords; UUID FA233E1C-4180-4865-B01B-BCCE9785ACA3) (same UUIDs every bit Tool modifier)
Armor modifier Value varies based on slot and tier. generic.armor (Operation 0; boots - UUID 845DB27C-C624-495F-8C9F-6020A9A58B6B, leggings - UUID D8499B04-0E66-4726-AB29-64469D734E0D, chestplate - UUID 9F3D476D-C118-4544-8365-64846904B48E, helmet - UUID 2AD3F246-FEE1-4E67-B886-69FD380BB150)
Armor toughness Value varies based on tier. generic.armor_toughness (Performance 0; boots - UUID 845DB27C-C624-495F-8C9F-6020A9A58B6B, leggings - UUID D8499B04-0E66-4726-AB29-64469D734E0D, chestplate - UUID 9F3D476D-C118-4544-8365-64846904B48E, helmet - UUID 2AD3F246-FEE1-4E67-B886-69FD380BB150)
Knockback resistance Applies knockback resistance similarily to netherite armor. A piece of netherite armor is equivalent to operation 0 with corporeality 0.1. generic.knockback_resistance (UUID 0-1-438d-0-28d34)
Sprinting speed heave Stock-still value of 0.3 used by all mobs (including players) when sprinting. generic.movement_speed (Performance 2; all living entities; UUID 662A6B8D-DA3E-4C1C-8813-96EA6097278D)
Fleeing speed boost Stock-still value of 2 used past all passive mobs when fleeing. generic.movement_speed (Operation two; all passive mobs; UUID E199AD21-BA8A-4C53-8D13-6182D5C69D3A)
Attacking speed boost Fixed value of 6.2 for Endermen and 0.45 for Zombie Pigmen; exists simply when attacking. generic.movement_speed (Functioning 0; Endermen - UUID 020E0DFB-87AE-4653-9556-831010E291A0, Zombified Piglins - UUID 49455A49-7EC5-45BA-B886-3B90B23A1718)
Covered armor bonus Stock-still value of 20.0 for Shulker exists simply when fully closed. generic.armor (Functioning 0; Shulker; UUID 7E0292F2-9434-48D5-A29F-9583AF7DF27F)
Equus caballus armor bonus Value varies based on the armor of the horse (None = 0; Atomic number 26 = 5; Gold = 7;Diamond = 11) generic.armor (Operation 0; EntityHorse; 556E1665-8B10-40C8-8F9D-CF9B1667F295)
Baby speed boost Stock-still value of 0.five; exists only for baby Zombies and babe Zombie Villagers. generic.movement_speed (Operation 1; Infant Zombies; UUID B9766B59-9566-4402-BC1F-2EE2A276D836)
Drinking speed penalty Stock-still value of -0.25 for Witches when drinking a potion. generic.movement_speed (Performance 0; Witches; UUID 5CD17E52-A79A-43D3-A529-90FDE04B181E)
Random zombie-spawn bonus Generated upon spawning; a random number betwixt 0.0 and one.5. generic.follow_range (Operation two; Zombies)
Leader zombie bonus Has a (small-scale) random chance of being generated on a zombie when spawned. For Spawn Reinforcements Adventure, random number between 0.five and 0.75. For generic.max_health, random number between 1.0 and four.0. zombie.spawn_reinforcements (Functioning 0; Zombies), generic.maxHealth (Operation 2; Zombies)
Zombie reinforcement caller charge Fixed value of -0.05 created each time a zombie spawns another zombie as reinforcement. zombie.spawn_reinforcements (Functioning 0; Zombies)
Zombie reinforcement callee accuse Fixed value of -0.05 created for each zombie spawned every bit a reinforcement. zombie.spawn_reinforcements (Operation 0; Zombies)
effect.moveSpeed or issue.moveSpeed # (where # is the potion's amplifier) Fixed value of 0.2 when under the Speed event, multiplied by the effect's level (amplifier + ane). generic.movement_speed (Operation 2; All living entities; UUID 91AEAA56-376B-4498-935B-2F7F68070635)
issue.moveSlowdown or outcome.moveSlowdown # (where # is the potion'due south amplifier) Fixed value of -0.15 when under the Slowness consequence, multiplied by the consequence's level. generic.movement_speed (Operation 2; All living entities; UUID 7107DE5E-7CE8-4030-940E-514C1F160890)
effect.digSpeed or effect.digSpeed# (where # is the potion'south amplifier) Stock-still value of 0.1 when under the Haste issue, multiplied by the issue'due south level. generic.attack_speed (Performance 2; All living entities; UUID AF8B6E3F-3328-4C0A-AA36-5BA2BB9DBEF3)
outcome.digSlowDown or effect.digSlowDown# (where # is the potion'due south amplifier) Fixed value of -0.ane when under the Mining fatigue effect, multiplied past the effect's level. generic.attack_speed (Operation 2; All living entities; UUID 55FCED67-E92A-486E-9800-B47F202C4386)
effect.damageBoost or effect.damageBoost # (where # is the potion's amplifier) Fixed value of three when under the Strength effect, multiplied by the upshot's level. generic.attack_damage (Operation 0; All living entities; UUID 648D7064-6A60-4F59-8ABE-C2C23A6DD7A9)
event.weakness or effect.weakness # (where # is the potion's amplifier) Fixed value of -4 when under the Weakness upshot, multiplied by the effect'southward level. generic.attack_damage (Operation 0; All living entities; UUID 22653B89-116E-49DC-9B6B-9971489B5BE5)
outcome.healthBoost # (where # is the potion'southward amplifier. May be 0.) Fixed value of 4 when under the Health Boost effect, multiplied past the consequence's level. generic.max_health (Functioning 0; All living entities; UUID 5D6F0BA2-1186-46AC-B896-C61C5CEE99CC)
effect.luck or effect.luck# (where # is the potion's amplifier) Fixed value of one when nether the Luck effect, multiplied past the effect'south level. generic.luck(Operation 0; All living entities; UUID 03C3C89D-7037-4B42-869F-B146BCB64D2E)
effect.unluck or outcome.unluck # (where # is the potion's amplifier) Fixed value of -one when under the Unluck effect, multiplied by the effect's level. generic.luck(Functioning 0; All living entities; UUID CC5AF142-2BD2-4215-B636-2605AED11727)
Unknown synced aspect modifier Unknown; created when customer reads attribute data sent by server. varies

History [ ]

Java Edition
1.half-dozen.i 13w16a Added attributes and modifiers.
The following attributes existed: "Max Health", "Follow Range", "Knockback Resistance"; furthermore, "Jump Strength" and "Speed" existed as equus caballus-specific attributes.
The only modifiers were both "Random spawn bonus", i used on Zombies to knockback resistance with operation 0, and the other on all mobs to follow range with operation 1.
13w17a Added "Spawn Reinforcements Take chances" aspect for Zombies.
Added "Zombie reinforcement accuse" (to spawn reinforcements charge), "Random zombie-spawn bonus" (to follow range), and "Leader zombie bonus" (to both reinforcements accuse and max health).
13w18a Replaced "Zombie reinforcement charge" with "Zombie reinforcement caller charge"
13w21a Attributes now tin be specified in NBT.
Attributes now take IDs and corresponding translation keys.
Modifiers now display on items.
Added "Set on Impairment" and made "Speed" generic.
Added "potion.moveSpeed", "potion.moveSlowdown", "potion.damageBoost", and "potion.weakness" modifiers.
Added "Sprinting speed boost", "Fleeing speed bonus", "Attacking speed boost" (for both pigmen and endermen), "Drinking speed punishment", and "Baby speed heave".
Added "Tool modifier" and "Weapon modifier".
13w23b Added "potion.healthBoost" modifier.
i.seven.2 13w36a Attributes/modifiers tin can exist added to items or mobs without the apply of 3rd-party NBT editing software past adding information tags to the /requite and /summon commands.
one.9 15w34b Added attack speed attribute.
15w36d Added armor aspect.
15w44b Added luck attribute.
1.nine.1 pre1 Added armorToughness attribute.
1.xiv 18w43a Added attackKnockback attribute.
ane.16 20w06a Knockback resistance is now a scale rather than probability.
20w14a Items and entities no longer keep unknown attributes.
Names of some attributes have been renamed to meet resources location requirements (i.e., lowercase separated by underscores instead of camel instance).
Renamed generic.maxHealth togeneric.max_health.
Renamed zombie.spawnReinforcements tozombie.spawn_reinforcements.
Renamed horse.jumpStrength tohorse.jump_strength.
Renamed generic.followRange togeneric.follow_range.
Renamed generic.knockbackResistance togeneric.knockback_resistance.
Renamed generic.movementSpeed togeneric.movement_speed.
Renamed generic.flyingSpeed togeneric.flying_speed.
Renamed generic.attackDamage togeneric.attack_damage
Renamed generic.attackKnockback togeneric.attack_knockback
Renamed generic.attackSpeed togeneric.attack_speed
Renamed generic.armorToughness togeneric.armor_toughness.
20w17a Added the /aspect command, which can query and alter attributes.
Upcoming Coffee Edition
Combat Tests 1.14.3 - Combat Test Added attackReach attribute.
Pocket Edition Alpha
v0.12.1 build 1 Added attributes.

References [ ]

  1. "Proficient news for mapmakers: Items tin have attribute modifiers. It's possible to make a bow that slows the holder, helm that buffs health, etc" – @Dinnerbone on Twitter, May 23, 2013
  2. "Equipped as armour or held in hand." – @Dinnerbone on Twitter, May 23, 2013
  3. MC-32578
  4. MC-138868
  5. "Attribute modifiers tin be: +- amount, +- amount % (additive), +- amount % (multiplicative)." – @Dinnerbone on Twitter, May 23, 2013

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Source: https://minecraft.fandom.com/wiki/Attribute

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