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misc stuff
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; General
* When a [[mob]] converts from one type to another (ex: [[piglin]] to [[zombified piglin]]), the health of the converted mob is set to the same percentage of max health as the original mob had before conversion.
=== General ===
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;[[Model]]s
* All [[Item (entity)|item]] models can now use the <code>broken</code> property in model overrides that was previously limited to just [[elytra]] (the elytra's special break texture).
** This will have a value of 1 if the item has 1 durability left, or 0 otherwise.
* The appearance of equipment when equipped by players or certain mobs can now be customized by defining 'equipment models' in the [[Resource pack|Resource Pack]].
** [[Equipment]] model definitions are loaded from <code>assets/<namespace>/models/equipment/<path>.json</code>
*** These can then be referenced by the <code>equippable</code> component with a model id of <code>namespace:path</code>
** The model definition is an object with fields: <code>wolf_body</code>, <code>horse_body</code>, <code>llama_body</code>, <code>humanoid</code>, <code>humanoid_leggings</code>, <code>wings</code>
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***** <code>namespace:path</code> will resolve to <code>assets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png</code>
**** <code>dyeable</code>: object with fields (optional), specifying how this layer behaves when dyed (in the <code>dyeable</code> item tag, and has <code>dyed_color</code> component)
***** <code>color_when_undyed</code>:
***** If specified, this layer will be tinted by the color contained in the <code>dyed_color</code> component
****** If the item is not dyeable or not dyed, it will be tinted based on the color specified by <code>color_when_undyed</code>
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** Items with a custom <code>tooltip_style</code> component will use sprites with IDs:
*** <code><namespace>:tooltip/<path>_background</code> and <code><namespace>:tooltip/<path>_frame</code>
* The <code>nine_slice</code> GUI sprite scaling mode has a new optional boolean (true or false, yes or no) property: <code>stretch_inner</code>
** If <code>true</code>, the inner parts of the texture (i.e. not the corners) will be stretched instead of tiled
** If not specified, defaults to <code>false</code> as before
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