As well as the spawner block, horns should be have spécific NBT.
Inspired by SpawnData and SpawnPotentials, i'm thinking about tags on horns to play predefined sounds with a command.
Optainable only with command, but very funny juste for joking or map maker.
NBT Structure :
Global Item NBT
├┬→ SoundData : <Obj> data about the next sound to be played.
│├─→ Sound : <Str> Soundname (same names of /playsound command)
│├─→ *Pitch : <Obj|Float> (default : 0.75 ~ 1.5)
│├──→ For Obj : Define a random pitch between 2 values.
│├───→ <Float> *min : sound's pitch (default : 0.75)
│├───→ <Float> *max : sound's pitch. (default : 1.5)
│└──→ For Float : To set fix pitch.
└┬→ SoundPotentials : <Array of SoundData>
├─→ Sound
├─→ *Pitch
└─→ *Weight : <Int> Entry weight in the pool (default: 1)
*optional
Exemple 1 :
{
SoundData: {
Sound: "item.horn.1",
Pitch: { min: 0, max: 2 }
}
}
Exemple 2 :
{
SoundData: {
Sound: "item.horn.1",
Pitch: 0.2
},
SoundPotentials: [
{ Sound: "item.horn.1", Pitch: 0.2 },
{ Sound: "item.horn.2", Pitch: { min: 0, max: 0.5}, Weight: 4 }
]
}
Fun exemple :
{
SoundData : {
Sound: "entity.zombie.ambient"
},
SoundPotentials: [
{ Sound: "entity.skeleton.ambient" },
{ Sound: "entity.spider.ambient" },
{ Sound: "entity.blaze.ambient" },
{ Sound: "entity.ghast.ambient" },
{ Sound: "entity.enderman.ambient" },
{ Sound: "entity.weirdmob.ambient" }
]
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