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    • Creating Your Own Items
    • Custom Items
    • Creating Soldier POIs
    • Adding new Teams
    • Item Set Types
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    • Examples
    • Item Properties
    • Soldier Attributes
    • Common Values

Soldier Attributes

Properties define various attributes and behaviors of a soldier when they hold or use a specific item. Each property has a unique key and an associated value that dictates its effect on the soldier. Below is a detailed breakdown of each property:

Damage

This property increases the damage dealt by the soldier. The key is "damage", and the value can be any number. The default value is 0.

"damage": 1.25

Attack Range

Increases the soldier's attack range. The key is "attack_range" and the value can be any number. The default value is 0

"attack_range": 0.1

Throwable

Indicates whether the item can be thrown by the soldier. The key is "throwable", and possible values include:

NameJsonDescription
None"none"This Itemcannot be thrown
Harmfull"harmful"This Itemcan only be thrown at enemies
Helping"helping"This Itemcan only be thrown at allies

If the item is throwable, the damage is affected by the Damage property, and it can also apply Set on Fire and Special Ranged Attacks.

The default value is None

"throwable": "harmful"

Important

For items with Helping as the throwable value, make sure to set the AttackType to Support otherwise, the soldier won’t be able to target allies correctly.

Protection

Increases the armor value of the soldier. The key is "protection", and the value can be any positive number. The default value is 0.

"protection": 1.3

Explosion Resistance

Increases the resistance against explosions of the soldier. The key is "explosion_resistance", and the value can be any positive number. The default value is 0.

"explosion_resistance": 14.3

Heavy

Increases the armor of toughness the Soldier. The key is "heavy" and the value can be any number. The default value is 0

"heavy": 2.0

Damage Block

This property allows the soldier to block a certain amount of damage received. The key is "damage_block". It consists of the damage amount to block, a chance of blocking, and an optional "pierceable" flag.

"damage_block": {
  "amount": 2.0,
  "chance": 0.5,
}

Set on fire

Ignites the target on attack. The key is "set_on_fire" and the value can be any positive whole number representing the duration in ticks. The default value is 0.

"set_on_fire": 1

See Invisibility

Determines whether the soldier can see invisible enemies. The key is "see_invisibility", and the value can be true or {}. There is no default value as this property is active when present otherwise not.

"see_invisibility": true

Can Swim

Indicates whether the soldier can swim. The key is "can_swim" and the value can be any true or {}. There is no default value as this property is active when present otherwise not.

"can_swim": true

Gliding

Enables the soldier to glide, preventing fall damage. The key is "glide" and the value can be any true or {}. There is no default value as this property is active when present otherwise not.

"glide": true

Info

For visual gliding effect the item needs to be a Gliding Accessory

Invisible

Makes the soldier invisible. The key is "invisible" and the value can be any true or {}. There is no default value as this property is active when present otherwise not.

"invisible": true

Glowing

Determines if the soldier emits light, making it glow in dark areas. The key is "glowing" and the value can be any true or {}. There is no default value as this property is active when present otherwise not.

"glowing": true

Glow Outline

Adds a glowing outline around the soldier, similar to the "Glowing" effect. The key is "glow_outline" and the value can be any true or {}. There is no default value as this property is active when present otherwise not.

"glow_outline": true

Teleport to Owner

If ths Soldier is loyal to a player it can now teleport to it. The key is "teleport_to_owner" and the value can be any true or {}. There is no default value as this property is active when present otherwise not.

"teleport_to_owner": true

Teleportation

Teleportation allows the Soldier to teleport to any target that is attacking it or to teleport away from any danger. The key is "teleportation" and the value can be any true or {}. There is no default value as this property is active when present otherwise not.

"teleportation": true

Evacuation Property

The evacuation property allows the soldier to escape from any danger in a stylish fashion. The property is triggered when the soldier health falls below one third of its max health. The key is "evacuation". The possible values are as follows:

NameJsonValue
None"none"Nothing Special
Firework"firework"Allows the soldier to escape riding a firework rocket
"evacuation": "firework"

Breath Hold

Specifies the time a soldier can hold its breath underwater. The key is "breath_hold" and the value is a whole number. There are predefined values

NameJsonValue
None"none"Soldier cannot breathe underwater at all
Normal"normal"Default breath-holding time
Inifine"infinite"Soldier can hold its breath indefinitely
Number
"breath_hold": 35
Predefined
"breath_hold": "infinite"

Size

Modifies the size of the soldier. The key is "size" and the value can be any positive number. The default value is 1.0. The maximum size increase any soldier can have is 3.0.

"size": 2.35

Death Explosion

Defines the explosion power when a soldier dies. The key is "death_exploder" and the value can be any positive number. The default value is 0.0.

"counter_attack": 1.1

Death Cloud

Spawns an Area Effect Cloud when the soldier dies. The key is "death_cloud". It can accept a single death cloud or a list of them. Each cloud can have an effect, amplifier, and duration.

Single
"death_cloud": {
  "amplifier": 1,
  "duration": 30,
  "effect": "minecraft:poison"
}
Multiple
"death_cloud": [
  {
    "amplifier": 2,
    "duration": 1,
    "effect": "minecraft:instant_damage"
  },
  {
    "amplifier": 2,
    "duration": 100,
    "effect": "minecraft:weakness"
  }
]

Attributes

Defines a set of attributes for the item The key is "attributes". Contains a list of Attributes that consist of an Identifier and a Modifier. A Modifier consist of an amount, an id, and an operation. The amount can be any number, the id should be unique to this Item all in lower case, underscores instead of spaces. Optionally it can be prefixed with "modid:".

NameJson KeyValue
Add Value"add_value"Adds a flat value
Multiplie Base"add_multiplied_base"Multiplies the base value
Multiplie Total"add_multiplied_total"Multiplies the total value
"attributes": {
  "minecraft:generic.max_health": {
    "amount": 30.0,
    "id": "soldier_com_health",
    "operation": "add_value"
  },
  "minecraft:generic.movement_speed": {
    "amount": -0.2,
    "id": "unique_name_slow",
    "operation": "add_multiplied_total"
  }
}

Immunity and Persistence

Determines whether a soldier is immune to a certain effect or if the effect cannot be removed.

The key is "immunity". The value is a Map with the effect and type.

NameJson Key
Immuner"immune"
Persitent"persistent"
"immunity": {
  "minecraft:poison": "immune",
  "minecraft:regeneration": "persistent",
  "minecraft:weakness": "immune",
}

Attack Type

Describes the soldier’s attack behavior. The key is attack_type and the default value is Normal.

NameJsonDescription
Normal"normal"This is normal attack behaviour of soldiers. Nothing special.
Pacifist"pacifist"Soldier doesn't attack. However they can do work now.
Agressive"agressive"Soldier attacks everyone, even team members
Support"support"Can’t attack, but helps allied
King"king"Commands other soldiers to attack the same target.
Queen"queen"Other soldiers will try to protect the Queen.
Zombie"zombie"Behaves like a zombie
Vampire"vampire"Behaves like a vampire

The King and Queen attack types will cause the soldier to attack rival kings or queens of the same team.

"attack_type": "support"

Info

The AttackType Zombie/Vampiredoes not turn a Soldier into a Zombie/Vampire

Revive Property

This property allows a soldier to revive other fallen soldiers. The key is "revive_other". The Value has a type, a priority, a chanceand a cooldown. The possible types are as follows:

NameJson KeyDescription
None"none"No revive.
Necrotic"necrotic"Revive as a curable Zombie
Dark Necrotic"dark_necrotic"Revive as an incurable Zombie
Medic"medic"Revive a burned Soldier on the same team to half health
Angel"angel"Revive a Soldier on the same team
Spritual"spiritual"Convert fallen Soldiers of the same team into Wraiths

The priority is a whole number dictates in which order revives are attempted. The chance determines the likelihood of a successful revival and the cooldown is a non-negative number specifies how long the soldier must wait before reviving again

"revive_other": {
  "type": "necrotic",
  "chance": 0.5,
  "cooldown": 20,
  "priority": 1
}

Special Attacks and Counter Attacks

Special attacks are triggered when a soldier attacks. Counter-attacks activate when the soldier is attacked. These properties can either be a single effect or a list of effects.

The key is "special_attack" for single effect or "special_attacks" for multiplier effects. For counter-attacks, use "counter_attack" or "counter_attacks".

All effects have a Type and the possible Types are as follows:

NameJsonDescriptionAdditional Values
Thorns"thorns"75% Chance to do the bonus damage-
Sneek Attack"sneak_attack"Deals bonus damage when the user is invisible-
Lightning"lightning_attack"Strikes a lightning on use-
Effect"effect"Applies an MobEffect when usedeffect, duration, amplifier
Critical Hit"critical_hit"Chance to deal bonus damagechance
Smite"smite"Bonus damage to Undead Mobs and cures zombies and vampires of the same team-

Attack Properties always hava an Attack Type and Damage.

Possible Attack Types are:

NameJsonDescription
Melee"melee"For Melee (Counter) Attacks
Ranged"ranged"For Ranged (Counter) Attacks
Melee and Ranged"melee_and_ranged"For both
Special Attack
"special_attack": {
  "type": "sneak_attack",
  "attack_properties": {
    "attack_type": "melee",
      "damage": 0.5
    }
  }
}
Special Attacks
"special_attack": [
  {
    "type": "effect",
    "attack_properties": {
      "attack_type": "melee",
      "amplifier": 2,
      "duration": 600,
      "effect": "minecraft:blindness"
    }
  },
  {
    "type": "critical_hit",
    "attack_properties": {
      "attack_type": "ranged",
      "damage": 2.0,
      "chance": 0.25
    }
  }
]
Counter Attack
"counter_attack": {
  "type": "thorns",
  "attack_properties": {
    "attack_type": "melee_and_ranged",
    "damage": 1.0
  }
}

Wraith

his property allows a soldier to turn into a wraith on death, haunting others. The key is "wraith". The Value consist of a duration, an optional field of damage and an optional list of Special Attacks

"wraith": {
  "attack_effect": {
    "type": "csr:smite",
    "attack_properties": {
      "attack_type": "melee",
      "damage": 1.0
    }
  },
  "duration": 6,
  "damage": 1.1
}

Important

Only Melee and Melee and Ranged special attacks will be used.

Last Updated:
Contributors: XcraX1
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