Attributes - MarkusBordihn/BOs-Easy-NPC GitHub Wiki

Attributes and Abilities 🛡️💨

Unleash the potential of your NPC by tweaking their attributes and activating special abilities with the attributes screen.

Abilities 🌟

Explore a range of special features that can be toggled on or off to enhance the NPC's capabilities. From floating and door opening to using a Nether portal, the possibilities are diverse.

Abilities

  • Float: Will float in water
  • Can be leashed: Can be leashed
  • Open door: Opens closed (wooden) doors that are on its path and walks through them. The door stays open unless Close door is also enabled.
  • Close door: Closes wooden doors the NPC walks through or passes by once it has moved away — including doors that were already open when the NPC reached them.
  • Pass door: Can walk through open doorways. Enabling Open door or Close door implies this automatically — the checkbox is then locked on, since a door interaction always requires the NPC to be able to move through the door.
  • Attackable: Can be attacked
  • Pushable: Can be pushed
  • Push Entities: Can push other entities
  • Use Nether Portal: Can use Nether portals
  • Silent: Will not make any sounds
  • Health Regeneration: Will regenerate health

Note: Some abilities, such as Attackable and Pushable, may require the NPC to respawn for full functionality after changes.

Door behavior 🚪

The three door options combine into these common setups:

Goal Open door Close door Pass door
Walk through open doorways only
Open doors and leave them open (auto)
Open doors and close them behind (butler) (auto)
Close doors behind, without opening closed ones (auto)

Notes:

  • Only wooden doors can be opened or closed — iron doors require redstone and are ignored, in line with vanilla behavior.
  • Open door only opens closed doors that lie on the NPC's navigation path (the NPC needs to walk up to them). Close door works by proximity: it closes any open wooden door the NPC walks through or right past, shortly after the NPC has moved away from it — so it also handles doors that a player left open.
  • The classic butler setup is Open door + Close door: the NPC opens a closed door on its path, walks through, and the door closes again once it has passed.

Combat ⚔️

Control how the NPC reacts to damage and external forces in combat situations.

The Invulnerable protection covers everything that has no dedicated switch (environmental damage like fire, cactus or falling, and uncategorized attackers). Each Attackable by ... switch opens a targeted hole in that protection for its attacker group — independent of the Invulnerable state:

  • Invulnerable: Blocks all damage without a dedicated switch below
  • Attackable by Players: Players can damage the NPC, even while Invulnerable is enabled
  • Attackable by Monsters: Monsters can damage the NPC, even while Invulnerable is enabled
  • Attackable by Factions: NPCs — and players in a matching faction team — of hostile factions can damage the NPC, even while Invulnerable is enabled. Required on the receiving NPC for faction combat.
  • Projectile Collision: Can be hit by projectiles such as arrows and snowballs
  • Knockback Immunity: Will not be knocked back by melee or projectile attacks. This is a full on/off toggle and works independently of the Knockback Resistance base attribute.
  • Explosion Immunity: Will not be damaged or pushed away by explosions (e.g. TNT, creepers, end crystals)

This allows fine-grained setups like "only players of a hostile faction can damage this NPC" (Attackable by Players off + Attackable by Factions on) or "players can fight the NPC, but it never takes environmental damage" (Invulnerable on + Attackable by Players on).

Base Attributes ⚖️

Delve into the fundamental attributes shaping your NPC, including health, speed, and attack damage.

Base Attributes

NPC attribute variations may include:

  • Max Health: The maximum health of the NPC
  • Follow Range: The distance the NPC will follow the player or a target
  • Knockback Resistance: Resistance against knockback
  • Movement Speed: The NPC's movement speed
  • Attack Damage: The NPC's attack damage
  • Attack Knockback: Knockback caused by the NPC's attack
  • Attack Speed: The speed of the NPC's attacks
  • Armor: The armor of the NPC
  • Armor Toughness: The armor toughness of the NPC

These attributes adhere to the vanilla Minecraft attribute system and are subject to their minimum and maximum values. If a mod alters these values, adjustments within the NPC's NBT data are necessary for compatibility.

Display Attributes 📊

Customize the appearance of your NPC by adjusting their display attributes, such as light level, visibility and more.

Display Attributes

Display attribute variations may include:

  • Light Level: The light level of the NPC. A value of 0 will use the surrounding light level.
  • Visible: Is visible at all
  • Visible in Standard Mode: Is visible for users in the standard mode.
  • Visible in Creative Mode: Is visible for users in the creative mode.
  • Visible in Spectator Mode: Is visible for users in the spectator mode.
  • Visible to Team Members: Is visible to team members, if the NPC is part of a team and the team allows to see friendly entities.
  • Visible at Night: Is visible at night
  • Visible at Day: Is visible at day
  • Visible to Owner: Is visible to the owner of the NPC. If this is checked the NPC will be always visible to the owner of the NPC even if the NPC should be invisible to others.

Misc 🧩

General character settings that are not tied to a single attribute group.

  • Faction: Select the NPC's faction (- = no faction). The pencil button opens the faction editor for the selected faction, and New opens the faction manager to create one. Factions are used for faction-based targeting and are planned for conditions and future character features like jobs and specializations.