Convertibles
The main article about vampiric creatures is in the vampiric creatures wiki page.
By default only some vanilla animals can be turned into a vampiric version. You can make any other
(vanilla or modded) creature convertible from a data pack by adding it to the
vampirism:entity_converter data map.
Requirements
A creature is only convertible when both of these are set for its entity type:
- an entity blood value greater than
0, and - an
entity_converterentry (this page).
Location
data/<namespace>/data_maps/entity_type/entity_converter.json
Data map vampirism:entity_converter, synced to the client. Uses the standard NeoForge data map
wrapper (replace / values / remove); values maps an entity type id (or #tag) to an entry.
{
"values": {
"minecraft:cow": {
"handler": { "type": "vampirism:special", "converted_type": "vampirism:converted_cow" }
},
"examplemod:deer": {
"handler": { "type": "vampirism:default" }
}
}
}
| Field | Required | Type | Description |
|---|---|---|---|
handler | no | Converter | How this creature converts. Defaults to vampirism:default with the default attribute modifiers. |
Older versions accepted an overlay field on the entry. It has been removed – the overlay texture is
now resolved by convention (see Overlay texture).
Converters
handler is a typed object dispatched on type, registered in the vampirism:converting_handler
registry. Add-on mods can register more types.
vampirism:default
Wraps the original creature in a generic converted-creature entity. The original model is reused with a vampire overlay layer, so source-entity interactions (riding, inventories, breeding, …) are not available on the converted creature.
{
"type": "vampirism:default",
"attribute_helper": [ /* optional, see below */ ]
}
| Field | Required | Type | Description |
|---|---|---|---|
attribute_helper | no | Attribute modifier[] | Overrides the default attribute scaling. |
vampirism:special
Converts the creature into a dedicated converted entity type that keeps full functionality (e.g. a vampire horse you can still ride). Requires that converted entity type to be registered by a mod.
{
"type": "vampirism:special",
"converted_type": "vampirism:converted_horse",
"attribute_helper": [ /* optional */ ]
}
| Field | Required | Type | Description |
|---|---|---|---|
converted_type | yes | Resource location | Entity type to spawn as the converted creature. |
attribute_helper | no | Attribute modifier[] | Overrides the default attribute scaling. |
Attribute modifiers
When attribute_helper is omitted, the converted creature gets these multipliers:
| Attribute | Multiplier |
|---|---|
minecraft:attack_damage | ×1.3 |
minecraft:knockback_resistance | ×1.3 |
minecraft:max_health | ×1.5 |
minecraft:movement_speed | ×1.2 |
Providing attribute_helper replaces the entire default list, so re-declare any multiplier you
want to keep. Each entry:
{
"attribute": "minecraft:attack_damage",
"modifier": 1.3,
"fallback_base": 2.0
}
| Field | Required | Type | Description |
|---|---|---|---|
attribute | yes | Resource location | The attribute to scale. |
modifier | yes | Float provider | Multiplier applied to the base value. A bare number is a constant; an object rolls a random value per conversion. |
fallback_base | no | number (default 1.0) | Base value assumed when the source entity type does not define the attribute. |
The converted base value is entity_type_base_value × modifier.
Overlay texture
For vampirism:default conversions, the vampire overlay is a client resource looked up by
convention:
assets/<source_entity_namespace>/textures/entity/overlay/<source_entity_path>.png
e.g. examplemod:deer needs assets/examplemod/textures/entity/overlay/deer.png. Ship it in a
resource pack (or your mod's assets). vampirism:special converters use their own entity's model and
texture instead.