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Version: 1.20.x

Attributes

The attribute system is a system to provide values that are modifiable by multiple other things. Attributes can be used in a mod compatible way to change attack damage, maximum health and other things without each mod setting the value to something they expect and instead use modifications to e.g. add 2 hearts.

Existing Attributes

Vanilla adds the following attributes:

AttributeDescription
MAX_HEALTHhow much health the entity has
FOLLOW_RANGEhow far the entity can track something
KNOCKBACK_RESISTANCEhow strong knockback is reduced. Ranged between 0 and 1, 1 cancelling all knockback.
MOVEMENT_SPEEDhow fast the entity moves
FLYING_SPEEDThe flying speed of the entity. Not applicable to players who fly with the elytra
ATTACK_DAMAGEhow much damage the entity deals when attacking
ATTACK_KNOCKBACKhow much knockback the entity causes when physically attacking
ATTACK_SPEEDhow many full damage attack the entity deals per second
ARMORhow many armor points the entity has and how resistant it is to attacks
ARMOR_TOUGHNESShow resistant the entity is to strong attacks
LUCKchanges the chance for treasure, junk and normal fishing loottables
SPAWN_REINFORCEMENTS_CHANCEhow likely a zombie spawns reinforcements when attacked
JUMP_STRENGTHhow high the entity jumps. Only applicable for horse like more (including mules and camels).

NeoForge adds the following attributes:

AttributeDescription
SWIM_SPEEDhow fast the entity swims
NAMETAG_DISTANCEhow far the nametag can be seen for this entity
ENTITY_GRAVITYhow fast the entity accelerates when not on ground
BLOCK_REACHhow far the player can interact with the world
ENTITY_REACHhow far the player can interact with entities
STEP_HEIGHT_ADDITIONhow high the entity can walk up blocks in addition to Entity#maxUpStep

Attribute, AttributeInstance and AttributeModifier

Attributes have to be registered and are used to look up the current AttributeInstance for a given LivingEntity. The AttributeInstance holds all AttributeModifier currently active on the entity. AttributeModifiers require a UUID that should be unique to this modifier. It's used to ensure that an AttributeModifier can only be applied once to a LivingEntity. If you want to keep track of that modifier to remove it at a later point, then you should generate a random one once and then hardcode it. If you don't need to keep track of the modifier, it is sufficient to use a random UUID. They also require an Operation and an amount to perform the calculation. How the calculation works can be read in the next section.

double maxHealth = livingentity.getAttribute(Attributes.MAX_HEALTH).getValue()

Calculation

AttributeInstances can have 3 different operations, ADDITION, MULTIPLY_BASE and MULTIPLY_TOTAL.

value = (base + sum(addition))*(1+sum(multiply_base))*(1+z1)*(1+z2)[...]

The base value is set by the attributes default, but is sometimes set by the entity in some other events(e.g. Wolf taming). z1 and z2 are two multiply_total modifiers and more are calculated the same way.

Using AttributeModifiers

AttributeModifiers can be applied for held items and worn armor. Changing the AttributeModifier for custom Items can be achieved by overriding IForgeItem#getAttributeModifiers. You can also apply AttributeModifiers to ItemStacks by calling ItemStack#addAttributeModifier. Another way to apply AttributeModifiers is by adding them with a MobEffect. For that you can call MobEffect#addAttributeModifier on the MobEffect to add AttributeModifiers when this MobEffect is applied. The applied AttributeModifier has an effect of x*(1+amplifier) with x being the amplifier value that was passed into MobEffect#addAttributeModifier. Attribute Modifiers can also be added and removed from/to LivingEntities directly:

livingEntity.getAttribute(Attributes.MAX_HEALTH).addPermanentModifier(new AttributeModifier("health upgrade", 10, AttributeModifier.Operation.ADDITION));
livingEntity.getAttribute(Attributes.MAX_HEALTH).addTransientModifier(new AttributeModifier("health upgrade", 10, AttributeModifier.Operation.ADDITION));
livingEntity.getAttribute(Attributes.MAX_HEALTH).removeModifier(UUID.fromString("556E1665-8B10-40C8-8F9D-CF9B1667F295"));

Transient modifiers are modifiers that are not serialized and saved, permanent modifiers are saved.