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基岩版 Addon:自定义生物进阶——行为、事件与战利品

基岩版 Addon:自定义生物进阶——行为、事件与战利品

发布: 2026-06-2158 次阅读33 分钟
技术Minecraft游戏

前两篇做了自定义物品、方块和合成配方,剩下的重头戏就是生物了。第一篇里简单复制了一个发光僵尸,但那只是冰山一角——基岩版对自定义生物的控制粒度其实很细,从 AI 行为到状态切换到掉落物,全都能用 JSON 配出来。

这篇从行为树开始,到组件组和事件系统,再到生成规则和战利品表,最后串一个完整的自定义怪物。篇幅不短,但看完之后你对 Addon 生物的理解会超过大部分教程能讲到的程度。

行为树

基岩版里生物不乱跑,是因为有行为树控制它们。行为树定义了生物"现在该干什么"——是攻击玩家、四处游荡、还是低头吃草。

每个行为是一个节点,写在 minecraft:behavior.xxx 组件里,带一个 priority 值。数字越小优先级越高,优先级最高的节点会先执行。

比较常用的行为节点:

节点作用
minecraft:behavior.melee_attack近战攻击目标
minecraft:behavior.ranged_attack远程射击(骷髅、掠夺者)
minecraft:behavior.random_stroll随机走动
minecraft:behavior.look_at_player看着玩家
minecraft:behavior.hurt_by_target被攻击后反击
minecraft:behavior.nearest_attackable_target寻找最近的可攻击目标
minecraft:behavior.flee_sun躲避阳光
minecraft:behavior.avoid_mob_type躲避特定生物
minecraft:behavior.panic受伤后惊慌逃窜
minecraft:behavior.random_look_around东张西望

行为节点的结构大致是这样:

"minecraft:behavior.melee_attack": {
  "priority": 2,
  "speed_multiplier": 1.2,
  "track_target": true,
  "require_complete_path": false
}

优先级决定生物什么时候切换行为。比如你配了三个节点:

"components": {
  "minecraft:behavior.hurt_by_target": {
    "priority": 1,
    "alert_same_type": true
  },
  "minecraft:behavior.melee_attack": {
    "priority": 2,
    "speed_multiplier": 1.2
  },
  "minecraft:behavior.random_stroll": {
    "priority": 5,
    "speed_multiplier": 0.8
  }
}

逻辑是这样的:生物先检查优先级 1——有目标在攻击范围内吗?有,就攻击。没有,往下检查优先级 2——有没有目标可以追过去打?有,就追。再没有,就执行优先级 5 的随机游荡。

一个瞄准目标的行为节点示例:

"minecraft:behavior.nearest_attackable_target": {
  "priority": 1,
  "entity_types": [
    {
      "filters": {
        "test": "is_family",
        "subject": "other",
        "value": "player"
      },
      "max_dist": 16
    }
  ],
  "must_see": true,
  "reselect_target": true
}

这表示:寻找 16 格内的玩家作为攻击目标,且必须视线可见(must_see: true),看不见就失去目标。

行为树参数很多,每个节点的配置项都不一样。需要完整列表的话直接去微软文档搜对应节点名,或者看原版生物的 JSON 怎么配。

组件组与事件系统

这是基岩版生物系统里最灵活的部分。简单说就是:

  • 组件组component_groups):一组组件的集合,赋予生物一组特定的能力
  • 事件events):触发组件组的添加或移除,让生物在不同状态间切换

举个例子,做一个"受伤后狂暴"的怪物——平常走得慢、伤害低,血量低于一半之后速度变快、伤害提高、浑身冒烟。

先在生物定义里声明两个组件组:

"component_groups": {
  "my_addon:normal_state": {
    "minecraft:movement": {
      "value": 0.25
    },
    "minecraft:attack": {
      "damage": 3
    }
  },
  "my_addon:enraged_state": {
    "minecraft:movement": {
      "value": 0.45
    },
    "minecraft:attack": {
      "damage": 6
    },
    "minecraft:particle_effect": {
      "effect": "minecraft:critical_hit",
      "locators": ["body"]
    }
  }
}

然后定义事件——血量低于多少时切换到狂暴状态:

"events": {
  "minecraft:entity_spawned": {
    "add": {
      "component_groups": ["my_addon:normal_state"]
    }
  },
  "my_addon:enter_enraged": {
    "add": {
      "component_groups": ["my_addon:enraged_state"]
    },
    "remove": {
      "component_groups": ["my_addon:normal_state"]
    }
  }
}

还不够——谁触发这个事件?需要一个"监听器"。加一个环境感测组件:

"minecraft:environment_sensor": {
  "triggers": [
    {
      "filters": {
        "test": "health",
        "subject": "self",
        "operator": "<=",
        "value": 10
      },
      "event": "my_addon:enter_enraged"
    }
  ]
}

这样当生物血量 ≤ 10 时,自动触发狂暴事件,切换组件组。

也可以做昼夜切换:

"minecraft:environment_sensor": {
  "triggers": [
    {
      "filters": {
        "test": "is_daytime",
        "subject": "self",
        "operator": "==",
        "value": false
      },
      "event": "my_addon:night_mode"
    },
    {
      "filters": {
        "test": "is_daytime",
        "subject": "self",
        "operator": "==",
        "value": true
      },
      "event": "my_addon:day_mode"
    }
  ]
}

组件组的威力就在于——你可以让同一个生物在不同条件下拥有完全不同的属性组合,而不是从头到尾一张脸。

生成规则

需要在行为包里单独放一个生成规则文件,路径是 spawn_rules/ 目录下,文件名随意但建议跟生物同名。

一个最简单的生成规则:

{
  "format_version": "1.8.0",
  "minecraft:spawn_rules": {
    "description": {
      "identifier": "my_addon:my_monster",
      "population_control": "monster"
    },
    "conditions": [
      {
        "minecraft:weight": {
          "default": 80
        },
        "minecraft:spawns_on_surface": {},
        "minecraft:brightness_filter": {
          "min": 0,
          "max": 7,
          "adjust_for_weather": false
        },
        "minecraft:herd": {
          "min_size": 1,
          "max_size": 3
        },
        "minecraft:biome_filter": {
          "test": "has_biome_tag",
          "operator": "==",
          "value": "plains"
        }
      }
    ]
  }
}

关键参数:

  • weight:生成权重。值越大生成概率越高。骷髅苦力怕这些常见怪大约 100,末影人这类稀有的大约 10
  • brightness_filter:光照条件。min: 0, max: 7 表示亮度 7 以下才能生成,和原版怪物一样
  • herd:一次生成几只。min_size: 1, max_size: 3 就是每次 1~3 只
  • spawns_on_surface / spawns_underground / spawns_in_water:生成位置
  • biome_filter:生物群系过滤。可选值包括 plainsforestdesertjungleswamptaigamesaocean

population_control 定义生物的种群控制类型,可选值:

说明
monster怪物,夜间生成,上限受难度影响
animal动物,受世界动物数量上限控制
water_animal水生动物
ambient环境生物(蝙蝠这类)

战利品表

战利品表是另一个专门的 JSON 系统,放在行为包的 loot_tables/entities/ 下。

一个简单的战利品表——击杀后随机掉落 1~2 个铁锭,20% 概率掉落钻石:

{
  "pools": [
    {
      "rolls": {
        "min": 1,
        "max": 2
      },
      "entries": [
        {
          "type": "item",
          "name": "minecraft:iron_ingot",
          "weight": 1
        }
      ]
    },
    {
      "rolls": 1,
      "entries": [
        {
          "type": "item",
          "name": "minecraft:diamond",
          "weight": 2
        },
        {
          "type": "empty",
          "weight": 8
        }
      ]
    }
  ]
}

这里第二个池子的逻辑:从两个 entry 里随机选一个,钻石权重 2,空手权重 8,所以钻石掉率就是 2/(2+8) = 20%。

条件掉落——被玩家杀死才掉稀有物品:

{
  "pools": [
    {
      "rolls": 1,
      "entries": [
        {
          "type": "item",
          "name": "my_addon:rare_sword",
          "weight": 1,
          "conditions": [
            {
              "condition": "killed_by_player"
            }
          ]
        },
        {
          "type": "item",
          "name": "minecraft:bone",
          "weight": 3
        }
      ]
    }
  ]
}

加上附魔等级影响:

"conditions": [
  {
    "condition": "killed_by_player",
    "min_level": 1
  }
],
"functions": [
  {
    "function": "minecraft:enchant_random_gear",
    "chance": 0.5
  }
]

然后在生物 JSON 的组件里引用战利品表:

"minecraft:loot": {
  "table": "loot_tables/entities/my_monster.json"
}

战利品表还可以更复杂——按生物群系决定掉落、分难度调整数量、用函数给掉落物随机附魔。不过对大多数自定义怪物来说,上面的配置已经够用了。

完整示例:做一个暗影蜘蛛

把上面的东西都串起来,从头做一个完整的自定义怪物。思路很简单——以蜘蛛为基础,加一点自己的东西。

行为包结构

my_shadow_spider_behavior/
  manifest.json
  entities/
    shadow_spider.json
  spawn_rules/
    shadow_spider.json
  loot_tables/entities/
    shadow_spider.json

entity 文件

{
  "format_version": "1.20.80",
  "minecraft:entity": {
    "description": {
      "identifier": "my_addon:shadow_spider",
      "is_spawnable": true,
      "is_summonable": true,
      "is_experimental": false
    },
    "component_groups": {
      "my_addon:normal": {
        "minecraft:movement": {
          "value": 0.3
        },
        "minecraft:attack": {
          "damage": 4
        },
        "minecraft:health": {
          "value": 24,
          "max": 24
        }
      },
      "my_addon:enraged": {
        "minecraft:movement": {
          "value": 0.5
        },
        "minecraft:attack": {
          "damage": 7
        },
        "minecraft:health": {
          "value": 24,
          "max": 24
        },
        "minecraft:particle_effect": {
          "effect": "minecraft:spell_witch",
          "locators": ["body"]
        },
        "minecraft:damage_sensor": {
          "triggers": [
            {
              "cause": "all",
              "deals_damage": false
            }
          ],
          "on_damage": {
            "filters": {
              "test": "is_family",
              "subject": "other",
              "value": "player"
            }
          }
        }
      }
    },
    "components": {
      "minecraft:type_family": {
        "family": ["shadow_spider", "arthropod", "monster"]
      },
      "minecraft:collision_box": {
        "width": 1.4,
        "height": 0.9
      },
      "minecraft:nameable": {},
      "minecraft:despawn": {
        "despawn_from_distance": {
          "min_distance": 32,
          "max_distance": 48
        }
      },
      "minecraft:breathable": {
        "total_supply": 15,
        "suffocate_time": 0,
        "breathes_water": true
      },
      "minecraft:loot": {
        "table": "loot_tables/entities/shadow_spider.json"
      },
      "minecraft:behavior.hurt_by_target": {
        "priority": 1,
        "alert_same_type": true
      },
      "minecraft:behavior.nearest_attackable_target": {
        "priority": 2,
        "entity_types": [
          {
            "filters": {
              "test": "is_family",
              "subject": "other",
              "value": "player"
            },
            "max_dist": 20
          }
        ],
        "must_see": true
      },
      "minecraft:behavior.melee_attack": {
        "priority": 3,
        "speed_multiplier": 1.0,
        "track_target": true
      },
      "minecraft:behavior.random_stroll": {
        "priority": 5,
        "speed_multiplier": 0.8
      },
      "minecraft:behavior.look_at_player": {
        "priority": 6,
        "look_distance": 8.0
      },
      "minecraft:behavior.random_look_around": {
        "priority": 7
      },
      "minecraft:behavior.avoid_mob_type": {
        "priority": 4,
        "entity_types": [
          {
            "filters": {
              "test": "is_family",
              "subject": "other",
              "value": "skeleton"
            },
            "max_dist": 6
          }
        ]
      },
      "minecraft:environment_sensor": {
        "triggers": [
          {
            "filters": {
              "test": "health",
              "subject": "self",
              "operator": "<=",
              "value": 8
            },
            "event": "my_addon:become_enraged"
          }
        ]
      },
      "minecraft:scale": {
        "value": 1.3
      },
      "minecraft:movement.basic": {},
      "minecraft:navigation.walk": {
        "can_path_over_water": true,
        "can_walk": true
      },
      "minecraft:jump.static": {},
      "minecraft:can_climb": {
        "value": true
      },
      "minecraft:insomnia": {
        "days_until_insomnia": 0
      }
    },
    "events": {
      "minecraft:entity_spawned": {
        "add": {
          "component_groups": ["my_addon:normal"]
        }
      },
      "my_addon:become_enraged": {
        "add": {
          "component_groups": ["my_addon:enraged"]
        },
        "remove": {
          "component_groups": ["my_addon:normal"]
        }
      }
    }
  }
}

生成规则文件

{
  "format_version": "1.8.0",
  "minecraft:spawn_rules": {
    "description": {
      "identifier": "my_addon:shadow_spider",
      "population_control": "monster"
    },
    "conditions": [
      {
        "minecraft:weight": {
          "default": 40
        },
        "minecraft:spawns_on_surface": {},
        "minecraft:brightness_filter": {
          "min": 0,
          "max": 7,
          "adjust_for_weather": false
        },
        "minecraft:herd": {
          "min_size": 1,
          "max_size": 2
        },
        "minecraft:biome_filter": {
          "test": "has_biome_tag",
          "operator": "==",
          "value": "forest"
        }
      },
      {
        "minecraft:weight": {
          "default": 20
        },
        "minecraft:spawns_on_surface": {},
        "minecraft:brightness_filter": {
          "min": 0,
          "max": 7,
          "adjust_for_weather": false
        },
        "minecraft:herd": {
          "min_size": 1,
          "max_size": 3
        },
        "minecraft:biome_filter": {
          "test": "has_biome_tag",
          "operator": "==",
          "value": "swamp"
        }
      }
    ]
  }
}

战利品表文件

{
  "pools": [
    {
      "rolls": {
        "min": 0,
        "max": 2
      },
      "entries": [
        {
          "type": "item",
          "name": "minecraft:string",
          "weight": 5
        },
        {
          "type": "item",
          "name": "minecraft:spider_eye",
          "weight": 2
        }
      ]
    },
    {
      "rolls": 1,
      "entries": [
        {
          "type": "item",
          "name": "minecraft:ender_pearl",
          "weight": 1,
          "conditions": [
            {
              "condition": "killed_by_player"
            }
          ]
        },
        {
          "type": "empty",
          "weight": 4
        }
      ]
    }
  ]
}

这个暗影蜘蛛的设计思路:

  • 生成在森林和沼泽的暗处,比普通蜘蛛稀有一点(权重 40 vs 蜘蛛的 100)
  • 体型 1.3 倍,24 血,近战攻击力 4(和蜘蛛一样)
  • 受伤后血量 ≤ 8 进入狂暴——变快、伤害提升到 7、生成女巫粒子特效
  • 会躲骷髅(设定上它怕骷髅)
  • 每次 0~2 根线/蜘蛛眼,被玩家击杀有 20% 概率掉末影珍珠
  • 会爬墙、不怕水

资源包的纹理和模型就不展开了——跟第一篇说的流程一样,做个蜘蛛纹理染色改名就行。

总结

这篇主要讲了四块内容:

内容要点
行为树用 priority 控制生物行为优先级,不同节点负责不同动作
组件组/事件组件组定义状态,事件触发切换,environment_sensor 当监听器
生成规则控制生物在什么条件下自然生成,权重决定稀有名贵
战利品表池子+条目+权重+条件,实现各种掉落逻辑

加上前两篇的物品、方块、合成配方,Addon 开发的基础拼图基本拼完了。剩下还有自定义交易、粒子效果、动画控制器、音效这些进阶内容,看情况再续。

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