minecraft:behavior.emerge for you with a switch.Get GodCraftOverview
minecraft:behavior.emerge 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 rise up out of the ground, like the Warden when it spawns.
Fields
| Field | Type | Default | Description |
|---|---|---|---|
duration | number | 5 | How many seconds emerging takes.Range: 0 to … |
cooldown_time | number | 0.5 | Seconds to wait before the goal can run again.Range: 0 to … |
on_done | 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 just before emerging finishes. |
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.emerge": {
"duration": 5,
"cooldown_time": 0.5,
"on_done": {
"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": []
}
}