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How To add a mob to The Minced System

This video will show you how to add a mob to the system

Copy and pastes:

Entity.json Description: do not forget comma

"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

        }

      }

 Entity.json Component_groups:

"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"

          }

        }

      }

Entity.json Components:

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"

         }

        ]

      },

Entity.json Events:

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

          }

      },

Entity.js

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

How To add a mob to The Minced System

Comments

Still can do this in newest version? I should to do model for mob?

IamC(hobby Time) ]


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