minecraft:behavior.celebrate_survive for you with a switch.Get GodCraftOverview
minecraft:behavior.celebrate_survive 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 celebrate with fireworks, like villagers after a raid is defeated.
Fields
| Field | Type | Default | Description |
|---|---|---|---|
duration | number | 30 | How many seconds the celebration lasts. |
fireworks_interval | FloatRange | {"max":20,"min":10} | Random wait range in seconds between fireworks. |
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_survive": {
"duration": 30,
"fireworks_interval": {
"max": 20,
"min": 10
},
"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": []
}
}