Set tick rate
too-many-attributes:set_tick_rateentity action
Changes how fast the entity runs: slower, frozen, or faster. Everything it does on its own runs at that speed, like moving, falling, animating, its status effects counting down and its AI. The rest of the world runs normally. /tma tickrate does the same from a command.
| Field | Type | Default | Description |
|---|---|---|---|
rate | Integer | optional | Ticks per second. 20 is normal, 10 is half speed, 0 stops it. Up to 100 (5 times as fast) for anything except players. |
frozen | Boolean | optional | true stops the entity until it's set back to false. Its rate is kept for when it unfreezes. |
step | Integer | optional | A frozen entity runs this many ticks, then stops again. |
sprint | Integer | optional | The entity runs at normal speed for this many ticks, then goes back to its rate or freeze. |
reset | Boolean | false | true puts the entity back to normal. Other fields are ignored. |
duration | Integer | optional | Ticks until the entity goes back to normal. 0 lasts until reset. Left out: an earlier duration keeps running, and a new setting lasts until reset. |
- Fields left out keep their current setting, so one call can freeze an entity and a later one can step it.
- Players can be slowed and frozen, but not sped up. Players aren't kicked for floating while slowed in the air.
- A stopped player (frozen, or at rate
0) can't attack, interact with entities, use items, place or break blocks, or let go of a drawn bow. They can still turn their view, open their inventory, chat, drop items and switch hotbar slots. A slowed player can do everything. - Riders without a rate of their own run at their vehicle's speed.
- At low rates, slowed entities move in small jumps.
- The setting ends when the entity dies or despawns. A player keeps it when changing dimension. A mob that changes dimension becomes a new copy and loses it. Every setting ends when the server restarts.
- From Overgrown's Apoli: Overgrown calls this
tick_rate. Here it only affects one entity at a time, so there's noscope. Rates above 20 work here. Overgrown'sdurationis reset by every call, and here a left-outdurationkeeps the current one.
Example: "Time stop". Hitting an entity freezes it for 5 seconds.
{
"type": "origins:action_on_hit",
"bientity_action": {
"type": "origins:target_action",
"action": {
"type": "too-many-attributes:set_tick_rate",
"frozen": true,
"duration": 100
}
},
"cooldown": 200
}Example: "Slow field". Pressing your primary key makes every mob within 8 blocks run at half speed for 10 seconds.
{
"type": "origins:active_self",
"entity_action": {
"type": "origins:area_of_effect",
"radius": 8,
"bientity_action": {
"type": "origins:target_action",
"action": {
"type": "too-many-attributes:set_tick_rate",
"rate": 10,
"duration": 200
}
}
},
"cooldown": 600,
"key": {
"key": "key.origins.primary_active"
}
}