Entity Goals List

Entity Goals

attack_near

Entity 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 Type

  • selector (unknown)

    • min_health (number): (default 0.0) 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): (default 20.0) 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): (default false) 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 item

      • chest (string): Vanilla / ItemsAdder custom item

      • legs (string): Vanilla / ItemsAdder custom item

      • feet (string): Vanilla / ItemsAdder custom item

      • main_hand (string): Vanilla / ItemsAdder custom item

      • off_hand (string): Vanilla / ItemsAdder custom item

  • must_be_angry_at (boolean): (default true) 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): (default 10) Interval in ticks between each target search action.

  • check_visibility (boolean): (default true) If true, the entity will only target entities that are visible to it.

  • check_can_navigate (boolean): (default true) If true, the entity will only target entities that it can navigate to.

avoid_entity

Entity 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 Type

  • selector (unknown)

    • min_health (number): (default 0.0) 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): (default 20.0) 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): (default false) 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 item

      • chest (string): Vanilla / ItemsAdder custom item

      • legs (string): Vanilla / ItemsAdder custom item

      • feet (string): Vanilla / ItemsAdder custom item

      • main_hand (string): Vanilla / ItemsAdder custom item

      • off_hand (string): Vanilla / ItemsAdder custom item

avoid_sun

Entity 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

Entity 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

Entity 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

Entity 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

Entity 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

Entity 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 Type

  • selector (unknown)

    • min_health (number): (default 0.0) 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): (default 20.0) 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): (default false) 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 item

      • chest (string): Vanilla / ItemsAdder custom item

      • legs (string): Vanilla / ItemsAdder custom item

      • feet (string): Vanilla / ItemsAdder custom item

      • main_hand (string): Vanilla / ItemsAdder custom item

      • off_hand (string): Vanilla / ItemsAdder custom item

  • chance (number): (default 20) Chance of this goal being executed in percentage.

  • range (integer): (default 8) Maximum distance in blocks from the target entity at which the entity will look at it.

  • look_forward (boolean): (default false) If true, the entity will look at the target entity's forward direction instead of its position.

melee_attack

Entity 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): (default 1.0) Speed modifier of the entity while attacking.

  • pause_when_idle (boolean): (default true) If true, the entity will pause its attack when it is not moving.

move_to_block

Entity 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): (default 1.0) Speed modifier of the entity while moving to the block.

  • search_range (integer): (default 16) Maximum distance in blocks from the entity at which the entity will search for a block to move to.

open_door

Entity 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): (default false) If true, the entity will close the door after opening it.

random_look_around

Entity 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

Entity 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): (default 1.0) Speed modifier of the entity while wandering around.

  • interval (integer): (default 10) Interval in ticks between each random wander action.

  • check_no_action_time (boolean): (default true) 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

Entity 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): (default 1.0) Speed modifier of the entity while attacking.

  • attack_interval_min (integer): (default 20) Minimum interval in ticks between each ranged attack.

  • attack_radius (integer): (default 16) Maximum distance in blocks from the target entity at which the entity will attack.

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