Hello Minecraft Team,
We Need a Brand-new, Dedicated Behavior Component For MCBE Custom Entities That Handles Damage Modification Dynamically Through Pure BH JSON
Please Introduce a New Component (minecraft:received_damage_multiplier) Specifically Designed To Let Us Group Different Damage Types Into Custom Conditions And Apply Direct Multipliers To Them.
The Component Should Support Multiple Conditions Inside a Single File So We Can Configure Things Like This:
1: One Condition For Both entity_explosion And block_explosion, Making It 2 Times Stronger.
2: A Separate Condition For entity_attack, lightning, And magic, Scaling The Damage Way Down (e.g., Multiplying magic By 0.0004, So 2500 DMG Does Exactly 1, Allowing Tiny Fractional Damage To Properly Accumulate Over Time)
Example JSON:
"minecraft:received_damage_multiplier": [
{
"value": 2.0,
"damage_types": [
"minecraft:entity_explosion",
"minecraft:block_explosion"
]
},
{
"value": 0.0004,
"damage_types": [
"minecraft:entity_attack",
"minecraft:lightning",
"minecraft:magic"
]
}
]
Example JSON:
"minecraft:received_damage_multiplier": [
{
"value": 2.0,
"damage_types": [
"minecraft:entity_explosion",
"minecraft:block_explosion"
]
},
{
"value": 0.0004,
"damage_types": [
"minecraft:entity_attack",
"minecraft:lightning",
"minecraft:magic"
]
}
]
The Current minecraft:damage_sensor Component Is Heavily Flawed For This Type Of Advanced Balancing Because The Game Engine Forces Low Damages To Default Back To 1.0 (Bug MCPE-177601)
Having a Clean, Dedicated Component For Received Damage Multipliers Would Make Entity Balancing Incredibly Reliable And Completely Eliminate The Need To Use Unstable Script Workarounds For Damage Resizing,
Thank You.
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