HeroBot 图标

HeroBot

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 1.21.11-1.4.3
本资源为搬运资源,原资源地址: https://modrinth.com/mod/herobot
资源信息

Minecraft 版本: 1.21.11

平台: fabric

标签: game-mechanics

资源介绍

This mod is made for datapack makers to make bots that can fight back

The bots have a much higher parity with a vanilla client compared to carpet, with things like Auto-Jump and the spear working.


Incompatible With Carpet Mod and Carpet PVP


Settings Views and modifies HeRoBot settings via the `/herobot` command. Running `/herobot` with no arguments displays the mod version. **Usage** - `/herobot ` - Displays the current value and description - `/herobot ` - Sets the setting temporarily for this session - `/herobot ` - Sets the setting permanently (saved to config) --- **Bots** allowSpawningOfflinePlayers Spawn offline players in online mode if an online-mode player with the specified name does not exist. Default: true allowListingBotPlayers Allows bot players to appear in the multiplayer player list. Default: true botPingToTicks Changes the ping to tick conversion rate for bot players. Used when converting a bot's ping (in ms) to a tick delay for knockback. Default: 25 botLagAttacks [Experimental] Makes left clicks (attack) on bot players delayed by the bot's ping value. Default: false botLagUses [Experimental] Makes right clicks (use) on bot players delayed by the bot's ping value. Default: false botLeaveOnDeath Bot players disconnect from the server on death instead of automatically respawning. Default: false --- **Creative** creativeNoClip Creative no clip mode. Allows creative players who are flying to phase through blocks. Default: false creativeFlySpeed Changes the creative flying speed multiplier. Higher values make the client fly faster. Default: 1.0 creativeFlyDrag Changes creative air drag. Lower values reduce air resistance while flying. Default: 0.09 --- **Combat** shieldStunning Enables shield stunning, allowing entities to be damaged immediately after a shield is disabled. Default: false noProjectileRandom Removes randomness from projectiles, making them perfectly accurate. Default: false --- **Explosions** explosionNoBlockDamage Controls whether explosions destroy blocks. Values: - `FALSE` - vanilla behavior - `MOST` - affects non-solid blocks except glowstone and redstone-interaction blocks - `TRUE` - prevents all block damage Default: FALSE explosionNoFire Prevents explosions from beds and respawn anchors from creating fire. Default: false windChargeNoTrigger Wind charges won't activate redstone blocks. Default: false --- **World / Misc** clientsIgnoreSlowTickRate If false, makes client players ignore slower tick rates. Default: true editablePlayerNbt Allows editing player NBT data directly. Also allows mounting players via `/ride` when enabled. Default: false xpNoCooldown Players absorb experience instantly without delay. Default: false shulkerBoxAlwaysDrops Shulker boxes will always drop, regardless of the `doTileDrops` gamerule. Default: false deleteChunkEntities When enabled, chunk reset/deletion also deletes entity data files within those chunks. Default: false rainThroughMovingPiston Allows rain to fall through blocks being moved by pistons. Default: false disableExperimentalScreen Remove the experimental world setting. If set on the client, disables all experimental screens. If set on a world, only disables it for that world. Default: false
Bot Player Bot players are fake players that join the server and can be controlled entirely through commands. They are spawned with `/playerspawn` and controlled with `/player`. Bot players have correct server-side behavior for combat, movement, and item usage. Bot players automatically respawn on death with full health, empty inventory, and no XP (unless `botLeaveOnDeath` is enabled). /playerspawn Spawns a bot player with optional position, rotation, gamemode, and dimension. - `/playerspawn ` - spawns at the executor's position - `/playerspawn at ` - spawns at a specific position - `/playerspawn at facing ` - spawns with specific yaw/pitch - `/playerspawn at facing ` - spawns facing a cardinal direction (`north`, `south`, `east`, `west`, `up`, `down`) - `/playerspawn ... in ` - spawns in a specific gamemode (defaults to creative) - `/playerspawn ... on ` - spawns in a specific dimension Prevents duplicate names. Respects whitelist and bans. Spectators spawn flying, survival players spawn grounded. /player Controls bot players using action packs. All subcommands target with `/player ...` and support selectors for targeting multiple bots. use, attack, swing, jump, drop, dropStack, swapHands Action commands that make the bot perform player actions. - `/player ` - stops that action - `/player once` - performs the action once - `/player continuous` - performs the action every tick - `/player interval ` - performs the action every N ticks `use` without parameters stops using without triggering another use (unlike carpet where it behaved like `use once`). `swing` swings a hand without performing an action and resets the attack cooldown. `attack` with a spear/kinetic weapon will perform a stab action instead. autojump Controls automatic jumping over one-block obstacles while moving - `/player autojump` - attempts a single autojump (jumps if the bot is moving and would need to step up) - `/player autojump true` - enables continuous autojump - `/player autojump false` - disables continuous autojump move Controls bot movement direction. - `/player move` - stops all movement - `/player move forward` - `/player move backward` - `/player move left` - `/player move right` sneak / sprint - `/player sneak` - starts sneaking - `/player unsneak` - stops sneaking - `/player sprint` - starts sprinting - `/player unsprint` - stops sprinting Sneaking slows movement to 30% speed. Using an item (non-spear) slows to 20% speed. look Controls where the bot is looking. Most look commands support `delta ` for smooth transitions over multiple ticks. **Cardinal Directions** - `/player look north|south|east|west|up|down` - `/player look north delta ` **Exact Rotation** - `/player look ` - `/player look delta ` **Relative Turns** - `/player look left` - turns 90 degrees left - `/player look right` - turns 90 degrees right - `/player look back` - turns 180 degrees - `/player look relative ` - turns by the given relative rotation - All support `delta ` **Look at Position** - `/player look at ` - `/player look at delta ` **Look at Entity** - `/player look upon ` - looks at the entity's eyes (default) - `/player look upon eyes` - looks at the entity's eyes - `/player look upon feet` - looks at the entity's feet - `/player look upon closest` - looks at the closest point of the entity's hitbox - All support `delta ` **Random** - `/player look random` - looks in a random direction hotbar Selects a hotbar slot. - `/player hotbar ` - selects slot 1 through 9 itemCd Controls item cooldowns. - `/player itemCd` - resets all item cooldowns (returns how many were reset) - `/player itemCd ` - shows remaining cooldown ticks (returns tick count) - `/player itemCd reset` - resets the cooldown for that item - `/player itemCd set` - applies the item's default cooldown without using it - `/player itemCd set ` - applies a custom cooldown duration ping Controls the bot's simulated ping. Knockback is delayed by the equivalent number of ticks based on the `botPingToTicks` setting. - `/player ping` - shows the bot's current ping and equivalent tick delay - `/player ping ` - sets the ping in milliseconds (suggested: 0, 25, 50, 100, 150, 200) The tick delay has some randomness when the ping doesn't divide evenly by `botPingToTicks`. For example, with ping 30 and botPingToTicks 25, there is a 5/25 chance each tick to add 1 extra tick of delay. copycat Copies another player's inventory and action pack onto the bot. - `/player copycat ` skin / handedness Toggles visibility of individual skin parts on the bot. Skin parts: - `/player skin cape` - `/player skin jacket` - `/player skin leftSleeve` - `/player skin rightSleeve` - `/player skin leftPant` - `/player skin rightPant` - `/player skin hat` Each call toggles the part on/off. Left/Right Handedness: - `/player handedness left` - `/player handedness right` stop / kill / disconnect - `/player stop` - stops all actions and movement - `/player kill` - kills the bot (triggers death and respawn) - `/player disconnect` - removes the bot from the server without a death
Distance Measures distance between two positions, entities, or hitboxes and stores the result as the command return value (scoreboard-friendly). Default distance is spherical (3D). from Point-to-point distance using exact positions. - `/distance from to ` - `/distance from to ` - `/distance from to ` - `/distance from to ` fromHitbox Uses the full bounding box of the source instead of its center point. - `/distance fromHitbox to ` - `/distance fromHitbox to ` Can also be combined with `toHitbox`: - `/distance from toHitbox ` - `/distance from toHitbox ` - `/distance fromHitbox toHitbox ` e (Exponent Scaling) - `/distance ... e ` - Multiplies the distance by 10^exp before returning - Example: 4 blocks with `e 3` returns `4000` horizontal Measures XZ distance only (ignores Y). - `/distance ... horizontal` - Supports `e ` vertical Measures Y distance only (ignores XZ). - `/distance ... vertical` - Supports `e `
Delayed Schedules commands or functions to run after a tick delay. tickDelay Schedules a command or function to execute after a specified number of ticks. - `/delayed tickDelay command ` - runs a command after the delay, supports full auto-completion - `/delayed tickDelay function ` - runs a datapack function after the delay queue View and manage pending delayed commands. - `/delayed queue` - lists all pending delayed commands - `/delayed queue entity ` - lists delayed commands for a specific entity - `/delayed queue entity` - lists delayed commands for the executing entity - `/delayed queue remove ` - removes a specific delayed command by index clear - `/delayed clear` - clears all pending delayed commands
Chunk Resetter Resets (deletes) chunk data so they regenerate fresh on next load. Loaded chunks are skipped and must be unloaded first. chunk Resets specific chunks by block column position. - `/chunk-resetter chunk ` - resets the single chunk at the given position - `/chunk-resetter chunk ` - resets all chunks in the rectangular range (max 256 chunks) Entities in reset chunks are discarded. world Resets all unloaded chunks in an entire dimension. Also deletes POI data. Entity data files are only deleted if `deleteChunkEntities` is enabled. - `/chunk-resetter world` - resets chunks in the current dimension - `/chunk-resetter world ` - resets chunks in the specified dimension
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