minecraft:behavior.celebrate for you with a switch.Get GodCraftOverview
minecraft:behavior.celebrate is an entity component: it goes in the components object of a custom mob, or in one of its component groups. AI goal that makes the mob cheer and jump around for a while, like raiders after winning a raid.
Fields
| Field | Type | Default | Description |
|---|---|---|---|
duration | number | 30 | How many seconds the celebration lasts.Range: 0 to … |
celebration_sound | LevelSoundEvent | "celebrate" | Sound event played while celebrating. |
sound_interval | FloatRange | {"max":7,"min":2} | Random wait range in seconds between celebration sounds. |
jump_interval | FloatRange | {"max":3.5,"min":1} | Random wait range in seconds between jumps. |
on_celebration_end_event | ActorDefinitionTrigger | {"event":"","filters":{"AND":null,"NOT":null,"OR":null,"all":null,"all_of":null,"any":null,"any_of":null,"none_of":null},"target":"self"} | Event that fires when the celebration time is over. |
priority | integer | 0 | Lower numbers run first: when two goals compete, the one with the smaller priority wins.Range: 0 to … |
control_flags | Goal's control flags[] | none | Which body parts this goal takes over (move, look, jump), so goals using the same parts cannot run together. |
Example
Inside the components object of BP/entities/<name>.json (values are the defaults or placeholders):
BP/entities/<name>.json
{
"minecraft:behavior.celebrate": {
"duration": 30,
"celebration_sound": "celebrate",
"sound_interval": {
"max": 7,
"min": 2
},
"jump_interval": {
"max": 3.5,
"min": 1
},
"on_celebration_end_event": {
"event": "",
"filters": {
"AND": null,
"NOT": null,
"OR": null,
"all": null,
"all_of": null,
"any": null,
"any_of": null,
"none_of": null
},
"target": "self"
},
"priority": 0,
"control_flags": []
}
}