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corpse_definition

Defines the model, name, rotation and lifetime of a corpse.

Several definitions can coexist. When a player dies, the definition with the highest priority whose worlds filter accepts the death world wins — so a corpse in the nether can look different from one in the overworld.

Fields

FieldTypeDefaultDescription
definitionRefRef<EntityDefinition>emptyEntity definition used for the model. Empty = plain player model wearing the victim's skin.
displayNameVar<String><red>☠ {player}'s corpseName shown above the corpse. {player} is the dead player's name.
showDisplayNameVar<Bool>trueShow the floating name above the corpse.
verticalOffsetVar<Double>0.0Vertical offset from the death location, in blocks.
rotationModeEnumRANDOMRANDOM, FACE_KILLER or FACE_FORWARD.
overrideDurationVar<Int>0Seconds before corpses of this type expire. Overrides the global setting when above 0.
playDeathAnimationVar<Bool>truePlay the model's death animation when the corpse appears.
deathAnimationNameVar<String>deathAnimation to play on spawn. Only used by model backends that expose named animations.
worldsList<String>emptyWorlds this definition applies to. Empty = every world.
priorityInt0Highest priority wins when several definitions match.

Supported model backends

definitionRef accepts an entity definition from any of:

BackendTag
EntityExtensionentity_definition
ModelEnginemodelengine_definition
BetterModelbettermodel_definition
BTC Mob NPCbtcmob_npc_definition
MythicMobs NPCmythicmob_npc_definition

Notes

  • The corpse is rendered once per viewer, so every player nearby sees it, each with their own copy of the model. Visibility uses the engine's entity.show-range setting.
  • With no definitionRef, the corpse is a plain player entity in the vanilla dying pose, wearing the dead player's skin and armour.
  • With a model backend, deathAnimationName is pushed as an animation instead of the vanilla pose. Backends that do not expose named animations ignore it.