#(danjoe3) custom mob spawn in particular biome
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(danjoe3) custom mob spawn in particular biome
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whats generally done is hijacking the entity spawns event, so you spawn in your own entity
its far easier than trying to redo minecraft's spawning logic
!e entity spawns
Entity
This event may fire very rapidly.
<entity> spawns (because <cause>)
when an entity spawns.
<context.entity> returns the EntityTag that spawned.
<context.location> returns the location the entity will spawn at.
<context.reason> returns the reason the entity spawned, can be ENTITY_SPAWN or any of: <@link url ...
<context.spawner_location> returns the location of the mob spawner, when reason is SPAWNER.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
!lang matchable
Script events have a variety of matchable object inputs, and the range of inputs they accept may not always be obvious.
For example, an event might be "player clicks <block>"... what can "<block>" be filled with?
"<block>" usually indicates that a LocationTag and/or MaterialTag will be matched against.
This means you can specify any valid block material name, like "stone" or "air", like "on player clicks stone:" (will only run the event if the player is clicking stone)
You can also use a catch-all such as "block", like "on player clicks block:" (will always run the event when the player clicks anything/anywhere)
You can also use some more complicated matchables such as "vanilla_tagged:", like "on player clicks vanilla_tagged:mineable/axe:" (will run if the block is mineable with axes)
(Fo...
Object System
As a special case, "in:<area>" style matchable listings in event conform to the following option set:
"biome:<name>": matches if the location is in a given biome, using advanced matchers.
I see, I'll try and test these out! Thank you!
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@jade ice