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Gateways To Eternity JSON Schema
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"string" // [Mandatory] || Mojangson string representation of a Compound Tag -- See https://github.com/aramperes/Mojangson for spec | |
OR | |
Object // [Mandatory] || Object representation of a Compound Tag, which is just write a JSON object that maps to your desired nbt. | |
// A string representation of CompoundTag implies -> "nbt": "{Data:0}" | |
// The object representation implies -> "nbt": { "Data": 0 } | |
// Either form is valid, and the object form is easier. |
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{ | |
"item": "string", // [Mandatory] || Registry Name of item to load. | |
"optional": boolean, // [Optional, defaults to false] || If False, then the parser will error if the item is not located in the registry. | |
"count": integer, // [Optional, defaults to 1] || Stack Size | |
"nbt": CompoundTag, // [Optional] || Vanilla Item NBT | |
"cap_nbt": CompoundTag, // [Optional] || Forge Item Capability NBT | |
} |
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{ | |
"entity": "string", // [Mandatory] || Registry name of an entity type | |
"nbt": CompoundTag, // [Optional] || Additional NBT data for the spawned entity. | |
} |
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{ | |
"type": "string", // [Mandatory] || Type name of the reward. Valid types are detailed below. | |
<additional data depends on type> | |
} | |
// Type "stack" rewards a single itemstack. | |
{ | |
"type": "stack", | |
"stack": ItemStack // [Mandatory] || The ItemStack this reward will provide. | |
} | |
// Type "stack_list" rewards a list of itemstacks. | |
{ | |
"type": "stack_list", | |
"stacks": [ // [Mandatory] || List of all stacks this reward will provide. | |
ItemStack | |
] | |
} | |
// Type "entity_loot" rewards a number of rolls of an entity's loot table, as if the summoner had killed it. | |
{ | |
"type": "entity_loot", | |
"entity": "string", // [Mandatory] || Registry name of the entity to use. | |
"nbt": CompoundTag, // [Optional] || NBT Data to load onto the entity before evaluating the loot table. | |
"rolls": int // [Mandatory] || The number of times the loot table will be rolled. | |
} | |
// Type "loot_table" rewards a number of rolls of a specific loot table. The loot table will only receive a position, player, and tool context. | |
// That said, do not use this for entity loot tables, only use it for chests/block drops or similar. Use entity_loot for entity drops. | |
{ | |
"type": "loot_table", | |
"loot_table": "string", // [Mandatory] || Resource Location of the target loot table. | |
"rolls": int, // [Mandatory] || The number of times the loot table will be rolled. | |
"desc": "string" // [Mandatory] || Lang Key (or english text) which will be used to display the reward in the tooltip. | |
} | |
// Type "chanced" allows you to make there be a chance of a certain reward being granted. It wraps any of the other types of rewards. | |
{ | |
"type": "chanced", | |
"chance": float, // [Mandatory] || The chance the reward is granted, in the range [0, 1]. 0.5 is 50% | |
"reward": Reward // [Mandatory] || The reward in question. Should be any type other than "chanced" | |
} | |
// Type "command" allows for an execution of a command when rewards would be granted. | |
// The command string should omit the leading slash, and the keyphrase "<summoner>" (without quotes) will be replaced with the summoning player's name. | |
{ | |
"type": "command", | |
"command": "string", // [Mandatory] || The command string, without leading slash. This will be executed as the gateway, with a permission level of 2. | |
"desc": "string" // [Mandatory] || Lang Key (or english text) which will be used to display the reward in the tooltip. | |
} |
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{ | |
"type": "string", // [Mandatory] || Type name of the failure. Valid types are detailed below. | |
<additional data depends on type> | |
} | |
// Type "explosion" triggers an explosion at the location of the Gateway. | |
{ | |
"type": "explosion", | |
"strength": float, // [Mandatory] || Strength of the explosion. Creepers are 3, TNT is 4. | |
"fire": boolean, // [Mandatory] || If the explosion will cause fire to spawn. | |
"block_damage": boolean // [Mandatory] || If the explosion will damage blocks. | |
} | |
// Type "mob_effect" applies a potion effect to all nearby players (within leash range). | |
{ | |
"type": "mob_effect", | |
"effect": "string", // [Mandatory] || Registry name of the mob effect. | |
"duration": int, // [Mandatory] || Duration, in ticks, of the effect. | |
"amplifier": int // [Mandatory] || Effect amplifier. A value of zero corresponds to level 1. | |
} | |
// Type "summon" spawns a certain number of enemies at the Gateway's location. | |
{ | |
"type": "summon", | |
"entity": "string", // [Mandatory] || Registry name of the entity. | |
"nbt": CompoundTag, // [Optional] || NBT Data to load onto the entity before spawning. | |
"count": int // [Mandatory] || The number of copies of this entity to spawn. | |
} | |
// Type "chanced" allows you to make there be a chance of a certain failure penalty happening. It wraps any of the other types of failure. | |
{ | |
"type": "chanced", | |
"chance": float, // [Mandatory] || The chance the failure occurs, in the range [0, 1]. 0.5 is 50% | |
"reward": Reward // [Mandatory] || The reward in question. Should be any type other than "chanced" | |
} | |
// Type "command" allows for an execution of a command when failure penalties would be applied. | |
// The command string should omit the leading slash, and the keyphrase "<summoner>" (without quotes) will be replaced with the summoning player's name. | |
{ | |
"type": "command", | |
"command": "string", // [Mandatory] || The command string, without leading slash. This will be executed as the gateway, with a permission level of 2. | |
"desc": "string" // [Mandatory] || Lang Key (or english text) which will be used to display the reward in the tooltip. | |
} |
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{ | |
"attribute": "string", // [Mandatory] || Registry name of the Attribute to use. | |
"operation": "String", // [Mandatory] || One of ADDITION, MULTIPLY_BASE, MULTIPLY_TOTAL. See https://github.com/Shadows-of-Fire/Placebo/blob/1.18/src/main/java/shadows/placebo/util/AttributeHelper.java#L17-L28 (Addition is 0, multBase is 1, multTotal is 2) | |
"value": double // [Mandatory] || Attribute modifier value. What the value means is operation-dependent, see above. | |
} |
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"string" // [Mandatory] || A string representation of a Minecraft TextColor, in Hex or Named form. | |
// A color in hex form takes the value "#RRGGBB", meaning that all-red is "#FF0000", all-green is "#00FF00", and all-blue is "#0000FF". | |
// A color in name form is the name of one of the vanilla color codes, which are the following: | |
// black, dark_blue, dark_green, dark_aqua, dark_red, dark_purple, gold, gray, dark_gray, blue, green, aqua, red, light_purple, yellow, white | |
// Note for objects that use Color, "color": Color implies -> "color": "#RRGGBB", since this class is a string primitive. |
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"string" // [Mandatory] || String name of a spawn algorithm. | |
/** | |
At the time of writing there are only two spawn algorithms, both detailed below. | |
"gateways:open_field" | |
The Open Field Algorithm selects random spawn positions within the spawn radius, and places entities on the ground.<br> | |
This algorithm will likely fail if the working area is not mostly empty.<br> | |
"gateways:inward_spiral" | |
The Inward Spiral Algorithm selects random spawn positions within the spawn radius, but reduces the spawn radius each attempt. | |
On the final attempt, the wave entity will attempt to spawn exactly on the position of the Gateway itself. | |
Spawned entities will still be placed on the ground. | |
This algorithm will work in most scenarios, but may enable non-ideal cheese mechanisms such as dropping all wave entities into a mob grinder. | |
*/ |
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{ | |
"entities": [ // [Mandatory] || A list of all entities that will be spawned this wave. | |
Entity | |
], | |
"modifiers": [ // [Optional] || A list of all modifiers to be applied to ALL wave enemies. | |
AttributeModifier | |
], | |
"rewards": [ // [Mandatory] || A list of rewards for this wave. | |
Reward | |
], | |
"max_wave_time": int, // [Mandatory] || The total time, in ticks, that this wave may be active for. | |
"setup_time": int // [Mandatory] || The time, in ticks, before this wave starts, after the last wave ends. | |
} |
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{ | |
"size": "string", // [Mandatory] || Gateway Size, one of "small", "medium", or "large" | |
"color": Color, // [Mandatory] || The color of the Gateway | |
"completion_xp": int, // [Mandatory] || Bonus XP dropped upon completion of the entire gateway. | |
"spawn_range": int, // [Mandatory] || Spawn range for entities spawned from this gateway. If you're spawning many entities, you may want a larger value. | |
"leash_range": int, // [Optional] || The maximum distance that a Wave Entity may walk before failing the Gateway. Defaults to 32. | |
"spawn_algorithm": SpawnAlgorithm,// [Optional] || The Spawn Algorithm to use. Defaults to "gateways:open_field" (the original algorithm). | |
"player_damage_only": boolean, // [Optional] || If Wave Entities may only be damaged by a real player. Defaults to false. | |
"allow_discarding": boolean, // [Optional] || If non-kills (discards, like creeper explosions) count for wave progress. Defaults to false. | |
"waves": [ // [Mandatory] || The list of waves for this Gateway. | |
Wave | |
], | |
"rewards": [ // [Mandatory] || Rewards that will be granted upon completion of the entire gateway. | |
Reward | |
], | |
"failures": [ // [Mandatory] || Failure penalties that will be applied if the Gateway is not completed. | |
Failure | |
] | |
} |
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