-
Notifications
You must be signed in to change notification settings - Fork 418
/
random_entities.properties
217 lines (198 loc) · 8.04 KB
/
random_entities.properties
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
###############################################################################
# Sample configuration for OptiFine's Random Entities feature.
# Based on the configuration for MCPatcher's Random Mobs mod.
###############################################################################
# This file is offered without any copyright restrictions.
# Please copy and modify it to suit your needs.
#
# Random Entities is backwards compatible with Random Mobs. The textures and
# configurations in "assets/minecraft/optifine/mob" are also supported.
#
# You can place this file in the "optifine/random" folder of your resource pack,
# parallel to the vanilla texture in "textures":
#
# Primary (vanilla) texture:
# assets/minecraft/textures/entity/creeper/creeper.png
# Alts:
# assets/minecraft/optifine/random/entity/creeper/creeper2.png
# assets/minecraft/optifine/random/entity/creeper/creeper3.png
# assets/minecraft/optifine/random/entity/creeper/creeper4.png
# etc.
# Properties (optional):
# assets/minecraft/optifine/random/entity/creeper/creeper.properties
#
# Primary (vanilla) texture:
# assets/minecraft/textures/painting/burning_skull.png
# Alts:
# assets/minecraft/optifine/random/painting/burning_skull2.png
# assets/minecraft/optifine/random/painting/burning_skull3.png
# assets/minecraft/optifine/random/painting/burning_skull4.png
# etc.
# Properties (optional):
# assets/minecraft/optifine/random/painting/burning_skull.properties
#
# Textures ending with a digit use the separator "."
#
# Primary (vanilla) texture:
# assets/minecraft/textures/entity/warden/warden_pulsating_spots_2.png
# Alts:
# assets/minecraft/optifine/random/entity/warden/warden_pulsating_spots_2.2.png
# assets/minecraft/optifine/random/entity/warden/warden_pulsating_spots_2.3.png
# assets/minecraft/optifine/random/entity/warden/warden_pulsating_spots_2.4.png
# etc.
# Properties (optional):
# assets/minecraft/optifine/random/entity/warden/warden_pulsating_spots_2.properties
#
# This file consists of a sequence of rules, numbered from 1.
#
# Each rule specifies a range of entity textures to use and one or more conditions
# under which to use them.
#
# The entity coordinates when it spawns (single player) or when it is first
# seen by the client (multiplayer) are checked against each rule in sequence.
# The first rule that matches wins. If no rule matches, the default texture
# (e.g. creeper.png) is used.
#
# If no ".properties" file is present for an entity, then all available textures are
# used for that type of entity.
#
# Entities with multiple textures will use the ".properties" file for the base
# texture. In other words, you do not need to create
# wolf.properties
# wolf_tame.properties
# wolf_angry.properties
# Just wolf.properties will work for all three, provided you have the same
# number of textures for each. Similarly for "_eyes" and "_overlay".
#
# All property names are case-sensitive.
# All paths are relative to assets/minecraft unless otherwise stated.
###############################################################################
###############################################################################
# Rule format.
# <n> is the rule index. This is a number that links the individual properties together to form a rule.
# <n> starts at 1.
###############################################################################
# (Required) Range of entity textures to use.
# The texture index "1" is the default texture from "assets/minecraft/texture".
textures.<n>=<list of texture indices>
# Alternatively the Random Mobs property "skins.<n>" can be used.
# skins.<n>=<list of skins>
# (Optional) List of weights to apply to the random choice
# Weights do not have to total 100 or any other particular value.
# The number of weights should match the number of textures
weights.<n>=<same-size list of weights>
# (Optional) List of biomes
# The vanilla biome names are listed here: https://minecraft.wiki/w/Biome#Biome_IDs
# Biomes added by mods can also be used.
biomes.<n>=<biome list>
# (Optional) Height ranges
# Replaces legacy minHeight and maxHeight properties.
# Since 1.18 negative values may be specified for height. When used in a range they have to be put in brackets.
heights.<n>=<height ranges>
# (Optional) Entity name
# Uses syntax similar to the Custom Item Textures NBT tags.
# A value starting with "!" performs a negative match (not).
# Examples:
# - Match string: "name=Pinky"
# - Match special formatting: "name=\u00a74\u00a7oPinky"
# (for best compatibility, use the escape sequence '\u00a7' instead of '§')
# - Wildcards using "?" and "*": "name=pattern:Pinky*"
# - Wildcards, case insensitive: "name=ipattern:Pinky*"
# - Java regular expressions: "name=regex:Pin(k)+y"
# (see http://docs.oracle.com/javase/6/docs/api/java/util/regex/Pattern.html)
# - Java regular expressions, case insensitive: "name=iregex:Pin(k)+y"
# Any backslashes in the match string must be doubled.
# Literal backslashes within a regular expression or wildcard must be quadrupled.
# Correct:
# name=regex:\\d+
# name=regex:\\\\
# name=/\\/\\
# Wrong:
# name=regex:\d+
# name=regex:\\
# name=/\/\
name.<n>=<name>
# Professions (optional)
# List of villager professions with optional levels
#
# Entry format
# <profession>[:level1,level2,...]
#
# Professions: none, armorer, butcher, cartographer, cleric, farmer, fisherman, fletcher,
# leatherworker, librarian, mason, nitwit, shepherd, toolsmith, weaponsmith
#
# Example:
# # Professions farmer (all levels) or librarian (levels 1,3,4)
# professions=farmer librarian:1,3-4
# # Professions full
# professions=minecraft:fisherman minecraft:shepherd minecraft:nitwit
professions.<n>=<professions>
# Colors (optional)
# List of wolf/cat collar colors or sheep/llama/shulker_box/bed colors
# Colors: white orange magenta light_blue yellow lime pink gray light_gray cyan purple blue brown green red black
# Example:
# colors.2=pink magenta purple
# The legacy property "collarColors" is also recognized
colors.<n>=<colors>
# Baby (optional)
# Only valid for mobs
baby.<n>=<true/false>
# Health (optional)
# Range of health values, can also be given in percent.
# Only valid for mobs.
# Example:
# health.1=10
# health.2=5-8 10-12
# health.3=0-50%
health.<n>=<list>
# Moon phase (Optional)
# List of moon phases (0-7)
# Example
# moonPhase.1=3
# moonPhase.2=0 1 2
# moonPhase.1=0-2 4-7
moonPhase.<n>=<list>
# Day time (Optional)
# List of day times in ticks (0-24000)
# Example
# dayTime.1=2000-10000
# dayTime.2=0-1000 18000-24000
dayTime.<n>=<list>
# Weather (Optional)
# Several values can be specified, separated by space
# for example "weather=clear rain thunder"
weather.<n>=<clear|rain|thunder>
# Sizes (optional)
# Only valid for mobs with multiple sizes (0-255 for slimes and magma cubes and 0-64 for phantoms)
# Slimes and magma cubes naturaly spawn in three sizes: 0=small, 1=medium, 3=big.
# Naturaly spawing phantoms only spawn in one size: 0.
# Example
# sizes.1=3
# sizes.2=0 1 3
# sizes.3=0-2 4-7
sizes.<n>=<list>
# NBT tags (optional)
# See "cit_single.properties" for more details.
# Works with NBT data that is client side. NBT data that is only server side will not work.
nbt.<n>.<tag>=<value>
# Blocks (optional)
# For entities, checks the block on which the entity is standing.
# For block entities, checks the block of the block entity.
# See "ctm.properties, matchBlocks" for more details.
blocks.<n>
###############################################################################
# Examples:
# creeper/creeper.properties:
###############################################################################
# Use creeper10.png through creeper14.png for all underground creepers.
# creeper13.png will be used 7.3% (3/(10+10+10+3+10)) of the time.
textures.1=10-14
weights.1=10 10 10 3 10
heights.1=0-55
# Use 5, 7, 9 in high, hilly areas.
textures.2=5 7 9
biomes.2=windswept_hills desert forest badlands jagged_peaks stony_peaks
heights.2=80-255
# Fallback rule if nothing else matches. Remember, if no rule matches, only
# the base creeper/creeper.png will be used.
textures.3=1-4 6 8 15-20