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3 changes: 3 additions & 0 deletions docs/entities/_category_.json
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{
"label": "Entities"
}
68 changes: 68 additions & 0 deletions docs/entities/attributes.md
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# 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 mobs (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 |
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Again, same issue here. This one makes more sense though to have in the documentation.


## Attribute, AttributeInstance and AttributeModifier

Attributes have to be [registered][registration] 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.
```java
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:
```java
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.

[registration]: ../concepts/registries.md