Sets that this entity can float in liquid blocks. Defines the rules for a mob to be tamed by the player. Defines the behavior when another entity looks at this entity. The identifier is used to register the entity with the server. A value of 0 disables randomly stopping, while a value of 1 defines a 50% chance, Multiplier for how far outside its box the mob can reach its target (this can be used to simulate a mob with longer arms by making this bigger). Tests whether the current temperature is a given type. Allows this entity to avoid certain mob types. Returns true when the subject entity has the named ability. Can specify 'event' for the name of the event and 'target' for the target of the event, Event to call when an entity gets in the outside range. The matching identifier in the Entity Behavior JSON in the Behavior Pack is what gives the entity its behaviors. Here is an interactive list of Minecraft IDs for all items, blocks, tools, dyes, foods, armor, weapons, mechanisms, transportation, decorations, and potions for Minecraft Pocket Edition. When creating your own mob, make sure the mobs have the same ID in all the entity's JSON files. Sets the entity's delay between playing its ambient sound. Tests can be combined into groups using the collections 'all_of' and 'any_of'. Allows the mob to check for and pursue the nearest valid target. Allows Equine mobs to be Horse Traps and be triggered like them, spawning a lightning bolt and a bunch of horses when a player is nearby. Determines if the trades should persist when the mob transforms. Allows the mob to perform a damaging knockback that affects all nearby entities. The maximum number in degrees the mob can turn per tick. They are used in many places in Minecraft. Event called on an entity that is spawned through two entities breeding. Allows the player to trade with this mob. Allows the player to assign names to reference the long names for animation controllers. Can only be used by Horses, Mules, Donkeys and Skeleton Horses. The range of height in blocks offset the mob can have from its anchor point. Should be an item name. In the spawn_rules folder, create a JSON file and give it a name. Has the fish swim around when they can't pathfind. Each biome in the game has one or more tags. Allows the mob to follow their parent around. Defines the entity's size interpolation based on the entity's age. Allows the mob to follow the player that owns them. Tests the current difficulty level of the game. The texture is located in the "items_texture" JSON in the textures folder of the resource pack. Adds a trigger to call when this entity loses the target it currently has. The probability that the mob will use the goal. If true, this mob will attack only one time. Defines an entity's behavior for having items equipped to it. Status effects, caus… Allows the mob to move in a circle around a point or a target. (Optional) The comparison to apply with 'value'. Can only be used by the ender dragon. Defines if the entity ticks the world and the radius around it to tick. The list of items that can be given to the entity to place in their inventory. Lower bound of the allele values for this gene. Event to fire when the correct item is given. If "can_work_in_rain" is false, this is the maximum number of ticks left in the goal where rain will not interrupt the goal. Can only be used by a Villager. Allows the mob to stay indoors during night time. Defines the interactions with this entity for healing it. 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