This video will show you how to add a mob to the system
Copy and pastes:
"scripts": {
"animate": [
"stun_time",
"attack"
]
},
"animations": {
"attacked": "animation.attack.stun_time",
"stun_time":"controller.animation.stun_reset",
"attack": "controller.animation.mob_attacking"
},
"properties":{
"mob:type":{
"type": "enum",
"values": ["MobType", "zombie"], //do not remove zombie
"default": "MobType"
},
"weapon:type":{
"range":[0,100],
"type": "int",
"default": 0,
"client_sync": true
},
"attacks:special":{
"range":[0,100],
"type": "int",
"default": 0,
"client_sync": true
},
"stat:stun_threshold":{
"range":[0,100],
"type": "int",
"default": 1,
"client_sync": true
},
"stat:stun_meter":{
"range":[-1000,100],
"type": "int",
"default": 50,
"client_sync": true
},
"stat:stun_times":{
"range":[0,100],
"type": "int",
"default": 0,
"client_sync": true
}
}
"MobType:normal":{
"minecraft:behavior.delayed_attack": {
"priority": 1,
"track_target": true,
"reach_multiplier": 2.0,
"hit_delay_pct": 0.63,
"speed_multiplier": 1.0,
"attack_duration": 1.0
}
},
"cooldown:timer_shortest":{
"minecraft:timer": {
"looping": false,
"time": 0.1,
"time_down_event": {
"event": "attack_again"
}
}
},
"cooldown:timer_short":{
"minecraft:timer": {
"looping": false,
"time": 0.2,
"time_down_event": {
"event": "attack_again"
}
}
},
"cooldown:timer_medium":{
"minecraft:timer": {
"looping": false,
"time": 0.5,
"time_down_event": {
"event": "attack_again"
}
}
},
"cooldown:timer_long":{
"minecraft:timer": {
"looping": false,
"time": 1.0,
"time_down_event": {
"event": "attack_again"
}
}
},
"cooldown:timer_knock_down":{
"minecraft:timer": {
"looping": false,
"time": 3,
"time_down_event": {
"event": "attack_again"
}
}
},
"cooldown:timer_knockdown":{
"minecraft:timer": {
"looping": false,
"time": 3,
"time_down_event": {
"event": "attack_again"
}
}
},
"cooldown:timer_stun_break":{
"minecraft:timer": {
"looping": false,
"time": 100,
"time_down_event": {
"event": "attack_again"
}
}
},
"cooldown:timer_on_air":{
"minecraft:timer": {
"looping": false,
"time": 30,
"time_down_event": {
"event": "attack_again"
}
}
}
Delete the component minecraft:behavior.melee_box_attack if its there
"minecraft:damage_sensor":{
"triggers":[
{
"on_damage":{
"filters":{
"any_of":[
{
"all_of":[
{ "test": "is_family", "subject": "other", "operator": "==", "value": "player" },
{ "test": "has_tag", "subject": "other", "operator": "!=", "value": "attack" }
]
}
]
}
},
"deals_damage":"no"
},
{
"cause": "projectile",
"deals_damage": "no"
}
]
},
change all the MobType to the name you set
"attack_again":{
"add": {
"component_groups":[
"MobType:normal"
]
},
"remove":{
"component_groups":[
"cooldown:timer_shortest",
"cooldown:timer_short",
"cooldown:timer_medium",
"cooldown:timer_long",
"cooldown:timer_knockdown",
"cooldown:timer_on_air"
]
}
},
"combat:remove_attack":{
"remove": {
"component_groups":[
"MobType:normal"
]
}
},
"combat:cooldown_shortest":{
"remove": {
"component_groups":[
"MobType:normal"
]
},
"add": {
"component_groups":[
"cooldown:timer_shortest"
]
}
},
"combat:cooldown_short":{
"remove": {
"component_groups":[
"MobType:normal"
]
},
"add": {
"component_groups":[
"cooldown:timer_short"
]
}
},
"combat:cooldown_medium":{
"remove": {
"component_groups":[
"MobType:normal"
]
},
"add": {
"component_groups":[
"cooldown:timer_medium"
]
}
},
"combat:cooldown_long":{
"remove": {
"component_groups":[
"MobType:normal"
]
},
"add": {
"component_groups":[
"cooldown:timer_long"
]
}
},
"combat:cooldown_knockdown":{
"remove": {
"component_groups":[
"MobType:normal"
]
},
"add": {
"component_groups":[
"cooldown:timer_knockdown"
]
}
},
"combat:cooldown_on_air":{
"remove": {
"component_groups":[
"MobType:normal"
]
},
"add": {
"component_groups":[
"cooldown:timer_on_air"
]
}
},
"stun:remove": {
"set_property": {
"stat:stun_meter": 50
}
},
animation: "minced.vindicator.attack_sprint", // copy the after the animation.
knockback: [-0.5,2], // x and y, x = how many blocks, y = 1 it will launch you high recomended 0.25
Player_Knockback: [2,0.25], // how much the attack will displace the player
type: "blunt", // The type of attack only three types : slash, pierce, and blunt
attack_speed: 8, // how many ticks before the attack starts 1 tick = 0.05 secs
stun_type: "short", // How long the stun is when the stun break occurs 5 syun types = short, medium, long, knockdown, on_air
hit_number: 1, // number of hits the attack does the delay between attacks is determined by attack speed
range: 3, // how far around the frame entity the attack will be able to trigger
distance: 2, // how far frame entity is from player, can be decimal
targetNum: 1, // how many enemies the attack will hit
damage_multiplier: 1, // how much the damage multiplies
stun_damage_multiplier: 1, // how much the stun damage multiplies
next_attack_time: 4, // how long before the entity can attack again
Unbreakable: false // whether the attack can be staggered or clashed
IamC(hobby Time) ]
2025-08-25 22:34:37 +0000 UTC