Playable when there are enough entities within the specified range to fulfill the specified parameters. Compatible with AtomicStryker's Infernal Mobs and Champions.
Accepts active_cooldown
, champion
, detection_range
, detection_y_ratio
, display_matcher
, display_name
,
fade_in
, fade_out
, health
, horde_health_percentage
, horde_targeting_percentage
, infernal
, max_entities
,
max_tracks
, min_entities
, mob_nbt
, mob_targeting
, not
, passive_persistence
, persistence
,
play_when_paused
, priority
, resource_matcher
, resource_name
, start_as_disabled
, ticks_before_active
,
ticks_before_audio
, ticks_between_audio
, toggle_inactive_playable
, toggle_save_status
, victory_id
, and
victory_percentage
Requires Parameters identifier
AND ( display_name
OR resource_name
)
active_cooldown <default: 0>
Determines the number of ticks that the trigger will not be able to
activate for after being active and deactivating.
champion <default: [ any ]>
Requires Champions.
Entities must have at least one of the champion values listed here.
Including an `any` entry ignores the champion check entirely and
including an `all` entry accepts all champion names.
detection_range <default: 16>
Determines the range in blocks around the player that this trigger will
check for a matching entity in.
detection_y_ratio <default: 0.5>
Determines the percentage ratio of the vertical range for the
detection_range parameter. For example, the default values of 0.5 and 16
for detection_range means that up to 16 blocks from the player will be
checked in both x and z directions while up to 8 blocks will be checked
both y directions.
display_matcher <default: exact>
Determines the matching strategy for the display_name parameter. Accepts
exact, partial, or regex.
exact = The display_name must match exactly.
partial = The display_name is allowed to partially match.
regex = The display_name is treated as a regex expression.
display_name <default: [ any ]>
The display name of the entity must match one of the entries here
according to the strategy specified by the display_matcher parameter.
fade_in <default: 0>
The number of ticks it will take the trigger to fade in after the trigger
activates.
fade_out <default: 0>
The number of ticks it will take the trigger to fade out when the trigger
is no longer active.
health <default: 100>
Determines the (inclusive) maxiumum health percentage an entity can have
in order for the trigger to activate.
horde_health_percentage <default 50>
Determines the (inclusive) minimum percentage of entities in relation to
the min_entities parameter that must fulfill the health parameter for the
trigger to activate.
horde_targeting_percentage <default 50>
Determines the (inclusive) minimum percentage of entities in relation to
the min_entities parameter that must fulfill the mob_targeting parameter
for the trigger to activate.
infernal <default: [ any ]>
Requires AtomicStryker's Infernal Mobs.
Entities must have at least one of the infernal values listed here.
Including an `any` entry ignores the infernal check entirely and
including an `all` entry accepts all infernal names.
max_entities <default: 2147483647>
Determines the (inclusive) maxium number of entities that are allowed to
meet the specified parameters in order for the trigger to be active.
max_tracks <default: 0>
Determines the maximum number of audio tracks that will be able to play
while the trigger is active. The counter is reset once the trigger is no
longer active. Any value less than 1 will be treated as infinite.
min_entities <default: 1>
Determines the (inclusive) minimum number of entities that must meet the
specified parameters in order for the trigger to be active.
mob_nbt <default: [ any ]>
This parameter is very complex. Only use it if you already have a good
understanding of how NBT data works.\n\nThis parameter works by specifying
a prefix followed by a key or potentially multiple keys sometimes followed
by a value. Each prefix,key, and value must be separated by a semicolon
which could look something like `prefix;key;key;value`. The parameter
passes when any of the entries pass.
Prefixes must be fully capitalized and are only allowed at the beginning
of the entry or directly after another prefix that can be modified.
There are 6 different prefixes that can be used when checking for specific
NBT data.
EQUAL = The tag value must be equal to the specified value. Modifies
LESSER to change the operation to <= and GREATER to change the
operation to >=
GREATER = The tag value must be greater than the specified value.
INVERT = Modifies any non INVERT prefix to change its operation similar to
the not parameter. If used alone it will check if the tag value is
evaluates to false.
KEY_PRESENT = Checks if the specified tag exists as a compound tag.
LESSER = The tag value must be less than the specified value.
VAL_PRESENT = Checks if the specified tag exists as a tag with a non-tag
value.
mob_targeting <default: true>
Determines whether an entity needs to be targeting the player for the
trigger to be active. Note that entities cannot target players in creative
or spectator mode.
not <default: false>
Enabling this inverts the activation requirements meaning that the trigger
will NOT be active when its parameters are met. Ignored by most time-based
parameters.
passive_persistence <default: true>
Determines whether the persistence parameter should be applied when the
trigger is not active. When disabled, the trigger will ignore its
persistence parameter if there is a higher priority trigger active.
persistence <default: 0>
Determines the number of ticks after its parameters are no longer met that
the trigger will be playable for.
play_when_paused <default: false>
Determines whether the trigger is playable while the game is paused.
Requires has_paused_music to be active for the channel.
priority <default: 3800>
The priority value of the trigger in regards to other triggers that are
playable at the same time. By default the highest priority trigger always
wins and will be active, but that can be changed via the debug config. See
the independent_audio_pools and reverse_priority debug paremters for more
info. For trigger combinations, nonspecific parameters like fade_out are
taken from the highest priority trigger.
resource_matcher <default: partial>
Determines the matching strategy for the resource_name parameter. Accepts
exact, partial, or regex.
exact = The resource_name must match exactly.
partial = The resource_name is allowed to partially match.
regex = The resource_name is treated as a regex expression.
resource_name <default: [ any ]>
The resource name or ID of the entity must match one of the entries here
according to the strategy specified by the resource_matcher parameter.
start_as_disabled <default: false>
If this is true the trigger will be toggled off by default and must be
toggled on by something else to be usable. Unless you know how toggles
work it is recommended to leave this at its default value.
ticks_before_active <default: 0>
The number of ticks after the parameters are met before the trigger is
active (or playable if not the highest priority).
ticks_before_audio <default: 0>
The number of ticks after the trigger is active before audio can start
playing.
ticks_between_audio <default: 0>
The number of ticks after the audio finishes before the next entry in the
pool can play.
toggle_inactive_playable <default: false>
Determines whether the trigger should be toggled off when it is playable
(all of its parameters and timers are met) but it is not the active
(highest priority or in combination with the highest priority) trigger.
Unless you have a good understanding of how toggles and trigger states
work it is recommended to leave this at its default value.
toggle_save_status <default: false>
Determines if and how the toggle status for the trigger is saved and set.
Accepts integers from 0-2.
0 = Nothing is saved or set. Toggle status will reset after a restart.
1 = Toggle status will reset after the player logs out.
2 = Toggle status will reset after the player logs out and be set when
the player logs back in.
victory_id <default: not_set>
Points toward the identifier of a registered victory trigger that should
activate when the entities that activated this trigger are killed.
victory_percentage <default: 100>
The percentage of entities that activated the trigger in relation to the
min_entities which must be killed for the specified victory trigger to
activate.