Description

Feature:
1.Provides richer behavioral options for custom entities: defense, wandering and Customizable animation behavior
2.More attribute options:stamina mechanism, stun shield mechanism and stun mechanism
3.More advanced behavior detection systems
available guard animation:
longsword: "indestructible:guard/guard_longsword"
sword:"indestructible:guard/guard_sword"
greatsword: "indestructible:guard/guard_greatsword"
katana: "indestructible:guard/guard_katana"/ "indestructible:guard/guard_uchigatana"
spear: "indestructible:guard/guard_spear"
dual wield sword: "indestructible:guard/guard_dualsword"
yamato: "indestructible:guard/guard_yamato" // if you have installed yamatomoveset
Some new behavior predicates:
"guard_break": // {"predicate":"guard_break", "invert": false}
consider if the target is guard break, set "invert" to true means will only play animation when target is not at guard break
"knock_down": // {"predicate":"knock_down", "invert": false}
consider if the target is knock down, set "invert" to true means will only play animation when target is not knocked down
"attack_level": // {"predicate":"attack_level", "min": 1, "max": 1}
consider the phase of target's attack, free : 0, preDelay : 1, contact : 2, recovery : 3. example above means the preparation stage
"stamina": // {"predicate": "stamina", "stamina": 30, "comparator": "greater_ratio"}
just like the predicate of health, checks the mob's stamina
"using_item": // {"predicate":"using_item", "edible": true}
check whether the target is using item, set "edible" to true to limit items to food or potions
"phase": // {"predicate":"phase", "min": 1, "max": 1}
check custom phase set by behavior motion



