Attributes
The attribute system is a system to provide values that are modifiable by multiple other things. Attributes can be used in a mod compatible way to change attack damage, maximum health and other things without each mod setting the value to something they expect and instead use modifications to e.g. add 2 hearts.
Existing Attributes
Vanilla adds the following attributes:
Attribute | Description |
---|---|
MAX_HEALTH | how much health the entity has |
FOLLOW_RANGE | how far the entity can track something |
KNOCKBACK_RESISTANCE | how strong knockback is reduced. Ranged between 0 and 1, 1 cancelling all knockback. |
MOVEMENT_SPEED | how fast the entity moves |
FLYING_SPEED | The flying speed of the entity. Not applicable to players who fly with the elytra |
ATTACK_DAMAGE | how much damage the entity deals when attacking |
ATTACK_KNOCKBACK | how much knockback the entity causes when physically attacking |
ATTACK_SPEED | how many full damage attack the entity deals per second |
ARMOR | how many armor points the entity has and how resistant it is to attacks |
ARMOR_TOUGHNESS | how resistant the entity is to strong attacks |
LUCK | changes the chance for treasure, junk and normal fishing loottables |
SPAWN_REINFORCEMENTS_CHANCE | how likely a zombie spawns reinforcements when attacked |
JUMP_STRENGTH | how high the entity jumps. Only applicable for horse like more (including mules and camels). |
NeoForge adds the following attributes:
Attribute | Description |
---|---|
SWIM_SPEED | how fast the entity swims |
NAMETAG_DISTANCE | how far the nametag can be seen for this entity |
ENTITY_GRAVITY | how fast the entity accelerates when not on ground |
BLOCK_REACH | how far the player can interact with the world |
ENTITY_REACH | how far the player can interact with entities |
STEP_HEIGHT_ADDITION | how high the entity can walk up blocks in addition to Entity#maxUpStep |
Attribute, AttributeInstance and AttributeModifier
Attributes have to be registered and are used to look up the current AttributeInstance
for a given LivingEntity. The AttributeInstance
holds all AttributeModifier
currently active on the entity.
AttributeModifiers require a UUID that should be unique to this modifier. It's used to ensure that an AttributeModifier
can only be applied once to a LivingEntity. If you want to keep track of that modifier to remove it at a later point, then you should generate a random one once and then hardcode it. If you don't need to keep track of the modifier, it is sufficient to use a random UUID.
They also require an Operation and an amount to perform the calculation. How the calculation works can be read in the next section.
double maxHealth = livingentity.getAttribute(Attributes.MAX_HEALTH).getValue()
Calculation
AttributeInstances can have 3 different operations, ADDITION
, MULTIPLY_BASE
and MULTIPLY_TOTAL
.
value = (base + sum(addition))*(1+sum(multiply_base))*(1+z1)*(1+z2)[...]
The base value is set by the attributes default, but is sometimes set by the entity in some other events(e.g. Wolf taming). z1 and z2 are two multiply_total modifiers and more are calculated the same way.
Using AttributeModifiers
AttributeModifiers can be applied for held items and worn armor.
Changing the AttributeModifier for custom Items can be achieved by overriding IForgeItem#getAttributeModifiers. You can also apply AttributeModifiers to ItemStacks by calling ItemStack#addAttributeModifier.
Another way to apply AttributeModifiers is by adding them with a MobEffect
. For that you can call MobEffect#addAttributeModifier
on the MobEffect to add AttributeModifiers when this MobEffect is applied. The applied AttributeModifier has an effect of x*(1+amplifier) with x being the amplifier value that was passed into MobEffect#addAttributeModifier
.
Attribute Modifiers can also be added and removed from/to LivingEntities directly:
livingEntity.getAttribute(Attributes.MAX_HEALTH).addPermanentModifier(new AttributeModifier("health upgrade", 10, AttributeModifier.Operation.ADDITION));
livingEntity.getAttribute(Attributes.MAX_HEALTH).addTransientModifier(new AttributeModifier("health upgrade", 10, AttributeModifier.Operation.ADDITION));
livingEntity.getAttribute(Attributes.MAX_HEALTH).removeModifier(UUID.fromString("556E1665-8B10-40C8-8F9D-CF9B1667F295"));
Transient modifiers are modifiers that are not serialized and saved, permanent modifiers are saved.