Entity Goals List
Entity Goals
attack_near
attack_nearEntity goal to make the entity find the nearest attackable target
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.entity(string): Custom and Bukkit Entity Typeselector(unknown)min_health(number): (default0.0) Minimum health of the entity to apply this goal. If the entity's health is below this value, the goal will not be applied.max_health(number): (default20.0) Maximum health of the entity to apply this goal. If the entity's health is above this value, the goal will not be applied.equipment(object): Equipment of the entity to apply this goal. If the entity's equipment does not match this value, the goal will not be applied.match_all(boolean): (defaultfalse) If true, the entity's equipment must match all the specified items. If false, the entity's equipment must match at least one of the specified items.head(string): Vanilla / ItemsAdder custom itemchest(string): Vanilla / ItemsAdder custom itemlegs(string): Vanilla / ItemsAdder custom itemfeet(string): Vanilla / ItemsAdder custom itemmain_hand(string): Vanilla / ItemsAdder custom itemoff_hand(string): Vanilla / ItemsAdder custom item
must_be_angry_at(boolean): (defaulttrue) If true, the entity will only target entities that it is angry at. This is useful for entities that have a specific target they are angry at, like wolves.interval(integer): (default10) Interval in ticks between each target search action.check_visibility(boolean): (defaulttrue) If true, the entity will only target entities that are visible to it.check_can_navigate(boolean): (defaulttrue) If true, the entity will only target entities that it can navigate to.
avoid_entity
avoid_entityEntity goal to make the entity avoid another entity
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.entity(string): Custom and Bukkit Entity Typeselector(unknown)min_health(number): (default0.0) Minimum health of the entity to apply this goal. If the entity's health is below this value, the goal will not be applied.max_health(number): (default20.0) Maximum health of the entity to apply this goal. If the entity's health is above this value, the goal will not be applied.equipment(object): Equipment of the entity to apply this goal. If the entity's equipment does not match this value, the goal will not be applied.match_all(boolean): (defaultfalse) If true, the entity's equipment must match all the specified items. If false, the entity's equipment must match at least one of the specified items.head(string): Vanilla / ItemsAdder custom itemchest(string): Vanilla / ItemsAdder custom itemlegs(string): Vanilla / ItemsAdder custom itemfeet(string): Vanilla / ItemsAdder custom itemmain_hand(string): Vanilla / ItemsAdder custom itemoff_hand(string): Vanilla / ItemsAdder custom item
avoid_sun
avoid_sunEntity goal to make the entity avoid sunlight
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.
break_door
break_doorEntity goal to make the entity break a door
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.
eat_block
eat_blockEntity goal to make the entity eat a block
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.blocks(array): List of blocks that the entity will eat. Example:STONE,minecraft:cherry_trapdoor[open=true],test:my_block.blocks(array): List of blocks that the entity will eat. Example:STONE,minecraft:cherry_trapdoor[open=true],test:my_block.
float
floatEntity goal to make the entity float on water
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.
hurt_by_target
hurt_by_targetEntity goal to make the entity remember the last entity that hurt it
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.ignore_damage_from_entities(array): List of vanilla entity types that will not trigger revenge.ignore_damage_from_entities(array): List of vanilla entity types that will not trigger revenge.alert_others_types(array): List of entity types that will be alerted when this entity is hurt.alert_others_types(array): List of entity types that will be alerted when this entity is hurt.
look_at_entity
look_at_entityEntity goal to make the entity look at another entity
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.entity(string): Custom and Bukkit Entity Typeselector(unknown)min_health(number): (default0.0) Minimum health of the entity to apply this goal. If the entity's health is below this value, the goal will not be applied.max_health(number): (default20.0) Maximum health of the entity to apply this goal. If the entity's health is above this value, the goal will not be applied.equipment(object): Equipment of the entity to apply this goal. If the entity's equipment does not match this value, the goal will not be applied.match_all(boolean): (defaultfalse) If true, the entity's equipment must match all the specified items. If false, the entity's equipment must match at least one of the specified items.head(string): Vanilla / ItemsAdder custom itemchest(string): Vanilla / ItemsAdder custom itemlegs(string): Vanilla / ItemsAdder custom itemfeet(string): Vanilla / ItemsAdder custom itemmain_hand(string): Vanilla / ItemsAdder custom itemoff_hand(string): Vanilla / ItemsAdder custom item
chance(number): (default20) Chance of this goal being executed in percentage.range(integer): (default8) Maximum distance in blocks from the target entity at which the entity will look at it.look_forward(boolean): (defaultfalse) If true, the entity will look at the target entity's forward direction instead of its position.
melee_attack
melee_attackEntity goal to make the entity attack with melee attacks
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.speed_modifier(number): (default1.0) Speed modifier of the entity while attacking.pause_when_idle(boolean): (defaulttrue) If true, the entity will pause its attack when it is not moving.
move_to_block
move_to_blockEntity goal to make the entity move to a specific block
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.blocks(array): List of blocks that the entity will move to. Example:STONE,minecraft:cherry_trapdoor[open=true],test:my_block.blocks(array): List of blocks that the entity will move to. Example:STONE,minecraft:cherry_trapdoor[open=true],test:my_block.speed_modifier(number): (default1.0) Speed modifier of the entity while moving to the block.search_range(integer): (default16) Maximum distance in blocks from the entity at which the entity will search for a block to move to.
open_door
open_doorEntity goal to make the entity open a door
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.close(boolean): (defaultfalse) If true, the entity will close the door after opening it.
random_look_around
random_look_aroundEntity goal to make the entity look around randomly
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.
random_wander_around
random_wander_aroundEntity goal to make the entity look around randomly
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.speed_modifier(number): (default1.0) Speed modifier of the entity while wandering around.interval(integer): (default10) Interval in ticks between each random wander action.check_no_action_time(boolean): (defaulttrue) If true, the entity will only wander around if it has not performed any action in the last 10 seconds (hardcoded vanilla value, not customizable).
ranged_bow_attack
ranged_bow_attackEntity goal to make the entity attack with a bow. Note: This goal will only work with vanilla base entity types: BOGGED, DROWNED, ILLUSIONER, LLAMA, PIGLIN, PILLAGER, SKELETON, SNOW_GOLEM, STRAY, TRADER_LLAMA, WITCH, WITHER, WITHER_SKELETON.
Properties:
enabled(boolean)replace_vanilla(boolean): Replace the vanilla goal (if any of this type) with this one. If false, this goal will be added to the existing goals.priority(integer): Priority of this goal. Higher priority means this goal will be executed before other goals with lower priority.speed_modifier(number): (default1.0) Speed modifier of the entity while attacking.attack_interval_min(integer): (default20) Minimum interval in ticks between each ranged attack.attack_radius(integer): (default16) Maximum distance in blocks from the target entity at which the entity will attack.
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