Talk:Attribute

Thanks
Thanks once again for your excellent work, WolfieMario!  LB ( T 02:08, 24 May 2013 (UTC)

How to add attributes to items?
I downloaded NBTedit mod which lets you edit NBT-related things in-game. It works perfectly and it's awesome. It says that since 1.6, you can make a bow the slows down the holder, etc. using attributes. I wanna know how to add attributes to items because I'm currently trying to change the damage boost of a stick to 10 hearts. All I know is how to rename items, edit enchantment on them, change their ID or damage value, and change the amount of the item stack. Please respond. :D J192 10:20, 22 July 2013 (UTC)

Well you can enchant the stick to make it deal 10 hearts, but I don't know how to add attributes on items. I saw that you mentioned making bow slower, is this possible? I've heard it a video of xisuma but that was before the release, did they actually add the option to change the bowloadspeed? --MinecraftChrizz 18:05, 29 July 2013 (UTC)


 * I don't think you can change the bow draw speed, but you can change the player's movement speed when they hold the item in their hand - it just so happened that they did with with a bow. They could have made you walk slower while holding a torch if they wanted.  LB ( T 21:30, 29 July 2013 (UTC)


 * Forgot to reply for 1 month, I found out how to do it 1 month ago. J192 13:34, 24 August 2013 (UTC)

Crash
I've tried editing attributes using Sethbling's MCedit filters, but if I edit an item, my game crashes when I mouse over it. If I edit a mob, the world won't load for me. Any help? 216.67.63.176 19:31, 27 July 2013 (UTC)


 * Make sure you redownload the latest version of his filter and ensure you're running Vanilla Minecraft 1.6.2 nd try again. Which attributes are you trying to change and to what values?  LB ( T 22:41, 27 July 2013 (UTC)

movementSpeed unknown metric
Would it be possible to estimate the value for that speed to a known metric? Is the base value close to something like, 2 m/s?


 * Anything related to speed (jump strength, movement speed, fly speed, etc.) is most likely in meters per tick. There are 20 ticks per second.  LB ( T 17:47, 22 August 2013 (UTC)

Own modifiers?
At the "Vanilla Modifiers" section, it said that you can create your own modifiers. I'm interested to know how to get custom ones as I only know the generic ones. J192 13:36, 24 August 2013 (UTC)


 * I don't know what you mean by 'create your own' or 'get custom ones' - it's just a name, and if it doesn't exactly match one used by Vanilla Minecraft, it's custom. The only thing to consider is not using a name that they may use in a future update, e.g. prefixing with your username.  LB ( T 15:38, 24 August 2013 (UTC)

UUID in commands
I don't understand that how to get uuidleast and uuidmost from this table?


 * Take the first 16 hex digits and convert them into decimal to get the UUID Most, then do the last 16 for UUID Least. It may be easier just to have the breakdown shown here, though.  It would be more useful for map makers that way.  Firebastard (talk) 03:00, 2 February 2015 (UTC)

MovementSpeed Default Wrong?
Just come from playing around with mob attributes in Bukkit, and according to value pulls, the default movement speed of a Zombie is 0.23000000417232513, not the 0.699 stated on the page? Scimiguy (talk) 23:15, 4 October 2015 (UTC)

History
There should be a history section. The BlobsPaper.png 02:27, 21 August 2015 (UTC)

Are the UUIDs really static?
Afaik they have to be unique per attribute/value combination.

And I am able to add functional attributes based on different UUIDs then the ones listed on the page. (Easily testable with different generator give command sites ) -Phoenix616 (talk) 01:52, 7 November 2015 (UTC)


 * The default modifiers simply have pre-defined UUIDs in the source. They are not guidelines for creating your own modifiers (and should actually avoid using the same UUID as those listed on the page for custom modifiers). Skylinerw (talk) 02:37, 7 November 2015 (UTC)


 * Ah, that makes more sense. Could be explained a bit clearer on the page 'though. I have seen people use these UUIDs on items instead of generating their own, random ones. -Phoenix616 (talk) 02:48, 7 November 2015 (UTC)


 * Yeah, at the moment the page doesn't explain how to use the UUIDs at all. That should definitely be changed. In my opinion this page explains things somewhat poorly. --84.171.230.59 17:52, 14 November 2015 (UTC)

What does Luck effect affect?
In this page, is says that Luck effect "Affects the results of loot tables using the quality or bonus_rolls tag (e.g. when opening chests or chest minecarts, fishing, and killing mobs)". However, in the page status effect, is says that "Currently, only fishing uses quality". Can anyone confirm whether Luck effect only affects fishing or it affects other things?-- ALWAYSFF talk·contribs 06:33, 13 February 2016 (UTC)
 * Luck affects loot tables using the quality or bonus_rolls tags, and loot tables in general are used for things like opening chests, chest minecarts, fishing, and killing mobs. Currently the only loot tables in standard vanilla Minecraft actually using quality or bonus_rolls are those for fishing, but custom maps or mods might also use them for other things. Anomie x (talk) 13:42, 13 February 2016 (UTC)

wrong speed formula
The formula  for speed just works on players and horses. Other mobs would be faster:

MarkusRost (talk) 13:18, 8 November 2016 (UTC)


 * Thanks for putting in the time to make the table, that is interesting. I put it on the page.  It would be interesting also to come up with all the 'exceptions' to this top speed, such as status effects, being a baby zombie, being led by a leash, etc. I will watch this page and maybe work on that if time permits. –  Sealbudsman talk/contr 19:46, 8 November 2016 (UTC)
 * My table show the normal speed without modifiers. But they are too slow, so there must be a other formula for mob as for the player  HorseHead.png MarkusRost (talk) 21:25, 8 November 2016 (UTC)
 * I think, 0.7 (default base) is used for all mobs who won't walk, Flying and teleporting isn't affected from generic.movementSpeed so im sure and  have also 0.7   HorseHead.png MarkusRost (talk) 21:50, 8 November 2016 (UTC)

Any way to edit mobs attributes using data command?
Any way to edit mobs attributes without summoning them? I'm trying to edit a horses speed using the data command. If so please post the command. Crazy Colossal (talk) 02:55, 23 May 2019 (UTC)

Working on figuring out correct speed values
So far I've worked it out to an equation that looks like this: movement speed (in meters/second) = (generic.movement_speed base)2 x 43.1718 x (mob multiplier) x (miscellaneous multiplier)

Through testing, each mob seems to have its own unique multiplier, and the miscellaneous multiplier is for things like sprinting. I also noticed that a player's generic.movement_speed doesn't change when sprinting (so I don't know where the 0.15 came from in the chart). Keeping it as 0.1 and putting it through the equation (using the known sprinting speed) provides a more clean result for the sprint multiplier. So far I've only tested players, zombies, baby zombies, creepers, and vindicators (walking and sprinting speeds), and the results are looking good (getting nice and even multiplier values).

The test I'm doing in game to find movement speeds seems to be accurate as well (used the known player walking speed as a test case). I also restricted it so mobs only move in 1 direction, for easier and more accurate calculations/results. Putting the calculated speeds into a teleport command on repeat (teleporting a specific tagged mob) and comparing it to the same (untagged) mob chasing me seemed to match up perfectly. These are the commands I used to find their movement speed in blocks (meters)/tick, with mob movement restricted to the x axis only: execute as @e[tag=speed_calc] store result score @s Current run data get entity @s Pos[0] 1000000.0 execute as @e[tag=speed_calc] run scoreboard players operation @s Current -= @s Previous execute as @e[tag=speed_calc] store result score @s Previous run data get entity @s Pos[0] 1000000.0

Afterward you divide the Current score by 1000000 and multiply it by 20 to get movement speed in meters/second. I figured out the (generic.movement_speed base)2 part of the equation when experimenting with doubling and halving base generic.movement_speed values. If the base was doubled, the calculated speed of a mob was 4 times their normal speed, and halving it made them move 1/4th their normal speed. That's about all that I've got at this point. I know not every result I've found is perfect due to rounding errors, and the equation I came up with may not even be the exact equation used, but hopefully this will at least be a big step in the right direction. Stranded at sea (talk) 19:23, 23 December 2021 (UTC)