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+---
+title: Client Entity
+---
+
+# Entity
+
+Entitys Consist of 2 Main part the Client Entity and Server Entity this part is about the Client Entity
+
+
+# Client Entity Documentation
+
+Client entity definitions are contained within a Resource Pack and contain all of the information necessary to describe how an entity should look (model, texture, animation) and sound. To create your own, start by navigating to the "entity" folder inside the root of the Resource Pack. In the entity folder create a JSON file and give it a name. The JSON file needs a format version and minecraft:client_entity information.
+
+The minecraft:client_entity section contains the description for the entity. Under description there are a number of things that you can set about an entity.
+
+**Example client entity definition JSON for the prismarine item drop**
+```
+{
+ "format_version": "1.10.0",
+ "minecraft:client_entity": {
+ "components": {
+ "badger:rendering": {
+ "definition": "badger:item_prismarine",
+ "static": true
+ },
+ "badger:presentation_event": {
+ "on_item_collected": {
+ "audio": "BAE_hero_pickup_prismarine"
+ },
+ "on_item_collected_arrived": {
+ "audio": "BAE_hero_pickup_prismarine_stop"
+ }
+ },
+ "badger:template": ["badger:template_item_orb"]
+ },
+ "description": {
+ "enable_attachables": false,
+ "geometry": {
+ "default": "geometry.item_prismarine"
+ },
+ "identifier": "badger:item_prismarine",
+ "materials": {
+ "default": "entity_model",
+ "mat_item_prismarine": "mat_item_prismarine"
+ },
+ "render_controllers": ["controller.render.item_prismarine"]
+ }
+ }
+}
+
+```
+
+
+
+## Entity Description Properties
+
+
+
+### badger:animal_interaction
+
+Handles animal interaction information.
+
+| Type| Name| Default Value| Description |
+|:-----------:|:-----------:|:-----------:|:-----------:|
+| Decimal| duration| | How long the animal interaction should last in seconds |
+| String| molang_variable| | The molang variable to toggle the pat pat animation on both the animal and the player |
+| String| trigger_event| | The presentation event to trigger when the interaction occurs |
+
+
+
+
+### badger:animation_variation
+
+Settings to determine which animation is played based on which interval an action occurs within
+
+| Type| Name| Default Value| Description |
+|:-----------:|:-----------:|:-----------:|:-----------:|
+| Array| intervals| | The set of intervals used to determine the molang index based on the last time an action was performed. |
+| String| molang_index_name| | The name of the molang used by animation for a given set of intervals. |
+
+
+
+
+### badger:area_overlays
+
+Defines any visual overlay effects applied to this entity, such as auras and attack range circles.
+
+| Type| Name| Default Value| Description |
+|:-----------:|:-----------:|:-----------:|:-----------:|
+| List| auras| | Defines a list of aura-type overlays.
filter_team
When true, the overlay is only visible to allied players.layer
Defines what layer the aura is rendered to. Valid values: zone, aoi, aura, or overlaysize
Size of the overlay, in blocks.type
Defines the type of overlay, which affects when and how it will be rendered. Valid values: default, aura, buff, culture, tower, highlightuses_zone_size
When true, the overlay expands to match the entity's zone of effect. See 'badger:owned_territory'.views
Defines when the overlay should be visible. Valid values: gameplay, placement. Gameplay overlays are active during normal gameplay, and placement overlays are active during buildable placement.filter_team
When true, the overlay is only visible to allied players.layer
Defines what layer the aura is rendered to. Valid values: zone, aoi, aura, or overlaysize
Size of the overlay, in blocks.type
Defines the type of overlay, which affects when and how it will be rendered. Valid values: default, aura, buff, culture, tower, highlightuses_zone_size
When true, the overlay expands to match the entity's zone of effect. See 'badger:owned_territory'.views
Defines when the overlay should be visible. Valid values: gameplay, placement. Gameplay overlays are active during normal gameplay, and placement overlays are active during buildable placement.biome_name
This is the name of the biome the block scan is looking for.fmod_event
This is the name of the FMOD Event that will start when the biome is found. It's recommended to use a looping sound.liquid_only
When this bool is true, only liquid type blocks will be valid when detecting a biome type.beacon_color
Base color to be multiplied onto the beacon texturebeacon_width
Width of Beaconemissive_scale
Flat value to scale the emissiveness of the beacon - Default is tuned for near camera beaconsmax_distance
Maximum distance after this beacon is no longer renderedmeta_material
Meta material name used to render beaconmin_distance
Minimum distance before this beacon is no longer renderedangle
Angle boundary in degrees [0,360]. Note we interpolate between these boundaries.yaw_modifiers
List of yaw angle modifiers [0, 360] written in ascending order. These modifiers are used to identiify which additive changes we should apply to our seconds ahead and camera positioning calculation. This angle is the difference in yaw between the player's velocity vector and the camera look yaw.angle
Angle boundary in degrees [0,360]. Note we interpolate between these boundaries.seconds_ahead_delta
Additive change in seconds ahead amount if modifier metseconds_ahead_multiplier
Multiplying change in seconds ahead amount if modifier metspeed
Speed boundary. Note we interpolate between these boundaries.hud_message_args
Arguments to pass into the HUD message. Message needs to support arguments.hud_message_id
HUD message id from hud_text_messages.jsonhud_message_args
Arguments to pass into the HUD message. Message needs to support arguments.hud_message_id
HUD message id from hud_text_messages.jsonmin_range
Minimum Distance whereby any distance smaller than or equal will be treated as 1.0f multiplier.multiplier_function
Multiplier Curve that will be used to process the distance curve.range
Maximum distance whereby any distance greater than or equal will be treated as a 0.0f multiplier.duration
The duration of the rumble in seconds, note if there is a start delay, this duration does not start until AFTER that delay.in_duration
Amount of time it takes to get from Minimum to Max Rumble Strength.in_easing_function
Function used to ease into the rumble (i.e. at the initiation of the rumble).minimum_strength
The Minimum of the curve, at start of rumble this will be the first amount set and the amount the easing_out will move towards.out_duration
Amount of time it takes to get from Rumble Max to Minimum strengthout_easing_function
Function used to ease out of rumble (i.e. at the tail-end of the rumble.pulse_duration
The duration of the pulse in seconds. Note that this will be uniform so the number of pulses will be the duration / pulse_duration. Therefore the duration must be divisible by the pulse to get an integer of pulses.start_delay
The amount of time we delay before we start the initial rumble.strength
The Maximum strength of the rumble that the in_easing_function will move towards.Options | Description |
---|---|
!= | Test for inequality. |
< | Test for less-than the value. |
<= | Test for less-than or equal to the value. |
<> | Test for inequality. |
= | Test for equality. |
== | Test for equality. |
> | Test for greater-than the value. |
>= | Test for greater-than or equal to the value. |
equals | Test for equality. |
not | Test for inequality. |
Options | Description |
---|---|
block | The block involved with the interaction. |
damager | The damaging actor involved with the interaction. |
other | The other member of an interaction, not the caller. |
parent | The caller's current parent. |
player | The player involved with the interaction. |
self | The entity or object calling the test |
target | The caller's current target. |
cc
Close combat tickets.ct
Creeper-target tickets.ht
Heal-target tickets.rc
Ranged combat tickets.sc
Secondary combat tickets.alliance_rule_filter
Alliance rule filter namedamage
The amount of damage dealt to entities inside this AoE.requires_los
Whether or not the AoE requires LoS from the shape pivot to the target to hit.interval
The time between applying the effect(s) of the AoE, in seconds.jitter
Array of ticks to modify the intervals to provide pseudo-randomness and ease strain on AOE performance.alliance_rule_filter
The rule that determines which types of entities that will be buffed (friendly, enemy, etc.).apply_to_build_previews
Does this buff apply to build previews? (for things such as area overlay buffs)buff_id
The buff to be applied by this entity.can_apply_to_self
Whether this buff can be applied to the aura applicator itself.load_affected_entities_on_construction_completion
If true, the entity will load all suspended entities affected by the aura.only_apply_to_construction_completed
Does this buff only apply to structures who have completed construction?only_apply_to_damaged
Does this buff only apply to damaged entities?persistent
Whether this buff should persist after the aura applicator is gone.search_mode
What entities this aura affects. Valid values are `zone`, `village`, `spawner_controller`.unlock_condition
Enable or disable this aura depending on the presence of a given unlock resource.has_unlock
If true, this aura will only be active when this resource is acquired. If false, this aura will only be active if this resource is not acquired.resource
The name of a resource used to enable or disable this aura.limit_concurrent_applications
The number of entities the aura is applied to per unit of timetime_interval
The time interval when the aura is appliedalliance_rule_filter
The alliance rule filter for this type of unitexclusion_radius
The distance this type of unit must be from the entity for it to become lostdamage_level
from 0.0 the normalized damage level to apply phase.max_clamp
normalized lowest position that gets min damage.max_damage
max damage level.min_clamp
normalized highest position that gets max damage.min_damage
min damage level.building_start_or_complete
Designate whether building creation will be tracked at the start or completion of the placementdamage_receiver_filter
Track particular types of structuresalliance_rule_filter
Team Alliance rules for this trackingmultiplier
The weight of the heat stamp for this building creation sourcepropagation_decay
The propagation/spread decay of the heat stamp for this building creation sourcedamage_receiver_filter
Track particular types of structuresalliance_rule_filter
Team Alliance rules for this trackingmultiplier
The weight of the heat stamp for this building destruction sourcepropagation_decay
The propagation/spread decay of the heat stamp for this building destruction sourcealliance_rule_filter
Alliance filter rulecontinuous_spawn_timeout
Maximum number of seconds between two spawns events for them to be considered continuous spawn events.phases
Array of spawner batch size phases definitions.batch_size
Batch size that spawner will use when its continuous spawns exceed the corresponding threshold.threshold
Number of continuous spawn events required for spawner to apply corresponding batch size.initial
The block type you want to changereplacement
The block type you want to change todamage_receiver_filter
Track particular types of units/structuresalliance_rule_filter
Team Alliance rules for this trackingdamage_type_filter
Track particular types of damageexclude_any
Exclude tags of damageinclude_all
Include tags of damageinflictor_or_receiver_position
Designate whether damage will be tracked at the inflictor or receiver positionmultiplier
The weight of the heat stamp for this damage sourcepropagation_decay
The propagation/spread decay of the heat stamp for this damage sourcedamage_amount
Amount of damagedamage_types
List of damage type names (strings).numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueEasy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueHard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueNormal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is truePeaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is truenumeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueEasy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueHard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueNormal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is truePeaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is truenumeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueEasy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueHard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueNormal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is truePeaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is truenumeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueEasy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueHard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is trueNormal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is truePeaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.wave_post_multiply
Multiplied with the Wave Level then added after all other modifier values. Only applied if WAVE_SCALING_DIFFICULTY game rule is truenumeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.append_resistance_to_entities
Boolean to append the resistance to entities if absent from the mob data.custom_game_settings
Defines what custom game settings affect this numeric modifier.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.difficulties
The settings for each difficulty.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.name
Name of damage type.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.numeric_modifier_type
What type of modifier the named custom game setting will apply on this entity. Valid values are pre_multiply, pre_add, pre_subtract, pre_divide, and their corresponding 'post_' counterparts. The effects of multiple game settings set to the same modifier WILL stack.scaling_factor
A multiplier that changes how much the custom game setting will affect this numeric modifier. This is useful for when multiple numeric modifiers need to use the same custom game setting, but scale with it differently. The formula for this is: '((CustomGameSettingValue - 1.0) * ScalingFactor) + 1.0'setting_name
Name of the custom game setting to read from.Custom
Custom difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Easy
Easy difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Hard
Hard difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Normal
Normal difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.Peaceful
Peaceful difficulty modifierspost_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.disabled_state
Block conversion data used when the entity is disabledenabled_state
Block conversion data used when the entity is enabledcooldown_seconds
The cooldown between sending the hud message.filter
Tags to define what type of entity can trigger the hud message.alliance_rule_filter
The alliance rule used to determine what type of entity should trigger the hud messageexclude
The tags to be excluded from when filteringinclude
The tags to be included in when filteringhud_message_args
A list of arguments used in the hud message.hud_message_id
The string ID of the HUD message.range
The range an entity needs to be in to trigger the HudMessagealliance_rule_filter
Alliance rule that filters which teams can interact with this interactable. Typically this will be set to 'friendly'camera
Camera mode to switch to when interacting with this entity. Intended to be used with 'badger:aimable'default_disabled
When true, this entity CANNOT be interacted with by default, until something else enables it.delay
Delay, in seconds, before the interact UI appears after highlighting the interactable.exclusive_interactor
When true, only one interactor can interact with this entity at a time.input_layout_override
Input layout to use when highlighting this interactable, setting the buttons and UI needed for the interaction.input_layout_under_construction
Same purpose as 'input_layout_override', but applies during the construction phase of a buildable entity.interaction_priority
Defines which interactions take precedence over others, when several are in range. Zero is the default, with higher values taking priority.name
Name of the interaction.only_restrict_angle_while_luring
When true, the angle restriction defined by 'restricted_interact_angle' will only apply if the interactor is luring mobs. This can be used to lessen input conflicts.range
Interactor must be within this distance for the interaction to appear.restricted_interact_angle
When set, players must aim their cameras at the target, within this many degrees, to interact with it. When not set, players can interact without aiming at the target.name
The override name to select the loot table.table
The loot table to use if selectedarrive_range
When entities enter this range they will be unlured, if the lure is configured to release entities on arrival.attack_move_range
How far away from the lure that the lured entity is allowed to attack move to targets.config_id
The config name to match with a lure for this config to be usedleash_range
How far away from the lure that the lured entity is allowed to be before it must return to the lure.return_range
The range from the lure the lured entity must move to when it's initially lured and whenever it leaves the leash range, before it's allowed to perform attacks again.arrive_range
When entities enter this range they will be unlured, if the lure is configured to release entities on arrival.attack_move_range
How far away from the lure that the lured entity is allowed to attack move to targets.leash_range
How far away from the lure that the lured entity is allowed to be before it must return to the lure.return_range
The range from the lure the lured entity must move to when it's initially lured and whenever it leaves the leash range, before it's allowed to perform attacks again.post_add
Amount to add after all other modifier values.post_multiply
Percentage to multiply the value by after all pre modifier values are applied.pre_add
Amount to add after pre multiply values, but before any other modifier values.pre_multiply
Percentage to multiply the value by before any other modifier values are applied.shape
The area overlays shape to buff.type
The area overlays type to buff.effect_strength
Strength of effect. With a value of 1, adds 1% effect for every 1% of move speed above default.enter_easing_function
Easing function used for transitions away from the default. Options are: linear, spring, quad, cubic, quart, quint, sine, expo, circ, bounce, or back. Most of these need to be prefixed with in_, out_ or in_out_. Ex. 'in_out_sine'enter_time
Time the transition takes when moving away from the default, i.e. 1.0xexit_easing_function
Easing function used for transitions returning to default. Options are: linear, spring, quad, cubic, quart, quint, sine, expo, circ, bounce, or back. Most of these need to be prefixed with in_, out_ or in_out_. Ex. 'in_out_sine'exit_time
Time the transition takes when moving toward the default, i.e. 1.0xmax_multiplier
Maximum multiplier value that can be reached due to lower than standard movespeed. Recommeded value [>=1]min_multiplier
Minimum multiplier value that can be reached due to lower than standard movespeed. Recommended value [0-1]effect_strength
Strength of effect. With a value of 1, adds 1% effect for every 1% of move speed above default.enter_easing_function
Easing function used for transitions away from the default. Options are: linear, spring, quad, cubic, quart, quint, sine, expo, circ, bounce, or back. Most of these need to be prefixed with in_, out_ or in_out_. Ex. 'in_out_sine'enter_time
Time the transition takes when moving away from the default, i.e. 1.0xexit_easing_function
Easing function used for transitions returning to default. Options are: linear, spring, quad, cubic, quart, quint, sine, expo, circ, bounce, or back. Most of these need to be prefixed with in_, out_ or in_out_. Ex. 'in_out_sine'exit_time
Time the transition takes when moving toward the default, i.e. 1.0xmax_multiplier
Maximum multiplier value that can be reached due to lower than standard movespeed. Recommeded value [>=1]min_multiplier
Minimum multiplier value that can be reached due to lower than standard movespeed. Recommended value [0-1]localizationId
The localized error message ID.tag
The tag to override the error message.damage_receiver_filter
Track particular types of entitiesalliance_rule_filter
Team Alliance rules for this trackingmultiplier
The weight of the heat stamp for this entity will persist atpropagation_decay
The propagation/spread decay of the heat stamp for this entity sourceresistance_persist_time
Defines how long the status effect will be blocked from reactivating after ending. A value of -1 allows the status effect to be refreshed even before the active effect ends.resisted
Sets whether or not this status effect is resisted completely.time
Sets how long this status effect lasts for, in seconds.amount
The amount to modify the resource cap by.resource
The name of the resource to modifyblocking_alliance_rule
The Alliance rule tag name for checking respawn blocking.blocking_radius
The radius around the respawn point to check for entities potentially blocking respawningtag_filter
The tag filter used to determine if an entity should block a respawn pointvalid_types
Defines a list of valid block types names to spawn entities on.value
Defines the value of the global variable that causes the spawner to stop spawning.variable
Defines name of the bSharp global variable.distance_data
Defines optional entity distance rule.alliance_rule
Defines the alliance rule of an entity that can prevent spawning.max_distance
Defines the distance that entities have to be within before the spawner can start spawning.min_distance
Defines the distance that entities cannot be within before the spawner can start spawning.tag_filter
filter objectvillage_bounds_distance_data
Defines optional village bounds distance spawner rule.destruction_spawn_delay
Defines the duration of time waited after the destruction of a village in range before applying the isDestroyed rule.horde_names
Defines the hordes to check. Do not define to check all villages of any horde.is_destroyed
Defines if this rule only applies to destroyed villages. Do not define to check both alive and destroyed villages.max_distance
Defines the padding from village bounds the spawner can start spawning.min_distance
Defines the padding from village bounds the spawner cannot be in.village_distance_data
Defines optional village distance spawner rule.destruction_spawn_delay
Defines the duration of time waited after the destruction of a village in range before applying the isDestroyed rule.horde_names
Defines the hordes to check. Do not define to check all villages of any horde.is_destroyed
Defines if this rule only applies to destroyed villages. Do not define to check both alive and destroyed villages.max_distance
Defines the distance that any village has to be within before the spawner can start spawning.min_distance
Defines the distance that a village cannot be within before the spawner can start spawning.times
Defines the times of day that this spawner is allowed to spawn during.resistance_persist_time
Defines how long this status effect will be blocked from reactivating after ending. A value of -1 allows the status effect to be refreshed even before the active effect ends.resisted
Sets whether or not this status effect is resisted completely by default.time
Sets the default time this status effect lasts for.status_effect_applied_name
Applied name of the status effect to track.telemetry_id
Name of the telemetry event.buff_id
The buff to be applied to this entity.has_unlock
If true, this buff will only be active when this resource is acquired. If false, this buff will only be active if this resource is not acquired.resource
The name of a resource used to enable or disable this buff.Decimal
delayDecimal
intervalBoolean
disable_vfxduration_percentage
Percentage of build time it takes to perform block conversion.modifiers
List of block conversion modifiers.reversal_duration_percentage
Percentage of build time it takes to reverse block conversion.top_to_bottom
If true, block conversion happens from top to bottom, rather than bottom to top.Options | Description | ||||
---|---|---|---|---|---|
!= | Test for inequality. |
-| String | subject | self | (Optional) The subject of this filter test.
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