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Este artículo trata sobre el mob que habita el Nether y es el resultado de la zombificación de los piglins. Para ver otros mobs con apariencia cerduna, véase Cerdo (desambiguación).

Los piglins zombificados son entidades que habitan en el Nether.Plantilla:Entity

Generación

Los piglins zombificados aparecen en el Nether, cerca a los portales del Nether, o cuando a un cerdo le cae un rayo. Los piglins zombificados tienen una probabilidad del 5% de aparecer como piglins zombificados bebés. Los bebés tienen además una probablilidad el 5% de aparecer como jinetes avícolas[solo Edición Java].

Todos los piglins zombificados aparecen con una espada de oro, las cuales tienen probabilidad de estar encantadas en las dificultades Normal y Difícil, con una probabilidad máxima del 25%. Esto varía dependiendo de la dificultad regional dado al valor de encantabilidad de la espada que sube de 5 a 23 niveles.

Cada Halloween (31 de Octubre), los piglins zombificados tienen una probabilidad del 22.5% de aparecer con una calabaza tallada y una probabilidad del 2.5% de aparecer con una calabaza iluminada como equipo de cabeza[solo Edición Java].

Nether

Aparecen en grupos de 4 a cualquier nivel de luz. Aparecen normalmente en los desiertos del Nether y raramente en los bosques carmesís. Además, en los océanos de lava pueden aparecer montando un lavagante.

Portales del Nether

Cuando un bloque de portal del Nether recibe un tick de bloque, hay una probabilidad del 12000 (0.05%) en Fácil, 22000 (0.1%) en Normal y 32000 (0.15%) en Difícil de que haga aparecer un piglin zombificado.

En la Edición Java, aparecen dentro de uno de los bloques del portal en la parte inferior.

En la Edición Bedrock, se generan un bloque al este o al sur del portal (dependiendo de la dirección que esté mirando el portal) y ni las losas ni la iluminación lo impiden.

Si aparece de esta forma, pero no sale del portal, hay una probabilidad de que se teletransporte al Nether.

Cerdos

También se puede aparecer uno cuando a un cerdo le cae un rayo y no lo mata, o si cae un rayo 4 bloques cerca de uno. Si el cerdo es bebé, entonces el piglin zombificado aparecerá como un piglin zombificado bebé.

Piglins

Un piglin o matón piglin[futuras ediciones Java 1.16.x y Bedrock 1.16.x.x] que entra a la Superficie o al End se transforma en un piglin zombificado después de 15 segundos. Cuando los piglins bebés se transforman en zombis, no tienen armas, a diferencia de los piglins zombificados bebés que aparecen naturalmente.

Un piglin zombificado mantiene cualquier armadura, herramienta o arma recolectada antes de ser zombificado, incluso si era bebé[Solo Edición Java].

Los piglins zombificados bebés además tienen un 5% de posibilidades de convertirse en un jinete avícola[Solo para JE].

Comportamiento

Los piglins zombis se mueven a 2.2843 m/s y son inmunes al fuego y a la lava. Cuando se les provoca, su velocidad aumenta a 3.3845 m/s o más rápido si son bebés.

Al igual que los zombis, los piglins zombificados golpean puertas de madera y pueden romperlas en la dificultad Difícil.

En las dificultades Normal y Difícil, hasta el 55% de los piglins zombificados recogen piezas de armadura y espadas que sean mejores que las suya, la que luego arrojan con la misma probabilidad que si fueran asesinados con Saqueo I, 9.5%.

Los piglins zombificados intentan destruir cualquier huevo de tortuga que vean a 23 bloques de distancia horizontalmente y a 3 bloques de distancia verticalmente (10 bloques horizontalmente y 2 bloques verticalmente en la Edición Bedrock), sin contar el bloque en el que se encuentren. Cuando se genera, siempre detecta los huevos de tortuga cercanos después de exactamente 2 segundos. Sin embargo, si el huevo de tortuga se coloca después de la generación del piglin zombificado, el piglin zombificado tarda un tiempo en notar el huevo de tortuga e intentar romperlo.

Aunque los piglins zombificados son inmunes a los bloques de magma, evitan caminar sobre ellos. Sin embargo, si son generados o empujados a bloques de magma, entonces encontrarían el camino normalmente en ellos.

Tipo de mob

No muerto, ellos son:

  • Dañados por el efecto de estado Salud instantánea y curado por el efecto de estado Daño instantáneo.
  • No se ve afectado por los efectos de estado Regeneración ni Veneno.
  • Ignorado por el Wither y afectado por el encantamiento Castigo.

Hostilidad

Los piglins zombificados no son inicialmente hostiles, pero todos los piglins zombificados dentro de un área de 67×21×67 a 111×21×111 centrada en el piglin zombificado atacado se vuelven agresivos y atacan al atacante (otro mob o al jugador) si un individuo es atacado, a menos que el piglin zombificado atacado sea asesinado de un solo golpe[solo Edición Java]. Además, algunos piglins zombificados tienen la capacidad de generar refuerzos cuando son atacados (similar a los zombis, y que rara vez pueden incluir de hecho zombis). Esto se aplica a cualquier golpe registrado como proveniente del jugador u otros mobs, incluidas bolas de fuego de un ghast desviadas, ataques de barrido, bolas de nieve y huevos, o una flecha de esqueleto. Esto no incluye fuegos artificiales disparados desde ballestas o flechas disparadas por un dispensador.

Los piglins zombificados permanecen hostiles de 20 segundos a 27 minutos (limitado por el tipo de etiqueta Anger NBT). Acercarse dentro del rango de seguimiento del jugador (35 bloques +/- 5%) de un piglin zombificado ya hostil hace que alarme y enoje a todos los piglins zombificados cercanos en un radio de 40 bloques. Tener una línea de visión constante con un piglin zombificado hostil hace que alarme a los piglins zombificados neutrales (dentro de un radio de 40 bloques) cada 100 tics de juego, o 5 segundos solo si está fuera del rango de seguimiento de su jugador. Un piglin zombificado permanece hostil indefinidamente si está dentro de las áreas de procesamiento de la entidad y tiene una línea de visión directa con el jugador. Romper la línea de visión directa hace que un piglin zombificado hostil se vuelva neutral si su temporizador de perdón (de 20 segundos a 27 minutos) expira. El temporizador de perdón no avanza para piglins zombificados en chunks descargados. Por lo tanto, si el jugador ingresa a un portal del Nether y regresa, cualquier piglin zombificado provocado en el área permanece agresivo a menos que otro jugador esté cerca para mantener cargados los chunks. Morir hará que los piglins zombificados se vuelvan neutrales hacia el jugador si la regla de juego ForgiveDeadPlayers está activada. Persiguen a los jugadores incluso si tienen el efecto Invisibilidad.

Los piglins zombificados neutrales no previenen que un jugador duerma[solo Edición Java].

Los piglins zombificados hostiles tienen un hallazgo de ruta ligeramente diferente al de cuando son neutrales. Por ejemplo, se caerían de los bordes que les causarían daños por caída en un intento de alcanzar al atacante donde la mayoría de los otros mobs no lo harían.

Cuando un piglin zombificado es atacado, los piglins normales no se enojan y viceversa.

Valores de datos

Zombified piglins have entity data associated with them that contain various properties of the mob.

  • Entity data
    • Tags common to all entities [hide]
    • id: String representation of the entity's ID. Does not exist for the Player entity.
    • Pos: 3 TAG_Doubles describing the current X, Y and Z position of the entity.
    • Motion: 3 TAG_Doubles describing the current dX, dY and dZ velocity of the entity in meters per tick.
    • Rotation: Two TAG_Floats representing rotation in degrees.
      • The entity's rotation clockwise around the Y axis (called yaw). Due south is 0. Does not exceed 360 degrees.
      • The entity's declination from the horizon (called pitch). Horizontal is 0. Positive values look downward. Does not exceed positive or negative 90 degrees.
    • FallDistance: Distance the entity has fallen. Larger values cause more damage when the entity lands.
    • Fire: Number of ticks until the fire is put out. Negative values reflect how long the entity can stand in fire before burning. Default -20 when not on fire.
    • Air: How much air the entity has, in ticks. Fills to a maximum of 300 in air, giving 15 seconds submerged before the entity starts to drown, and a total of up to 35 seconds before the entity dies (if it has 20 health). Decreases while underwater. If 0 while underwater, the entity loses 1 health per second.
    • OnGround: 1 or 0 (true/false) - true if the entity is touching the ground.
    • NoGravity: 1 or 0 (true/false) - if true, the entity does not fall down naturally. Set to true by striders in lava.
    • Invulnerable: 1 or 0 (true/false) - true if the entity should not take damage. This applies to living and nonliving entities alike: mobs should not take damage from any source (including potion effects), and cannot be moved by fishing rods, attacks, explosions, or projectiles, and objects such as vehicles and item frames cannot be destroyed unless their supports are removed. Invulnerable player entities are also ignored by any hostile mobs. Note that these entities can be damaged by players in Creative mode.
    • PortalCooldown: The number of ticks before which the entity may be teleported back through a nether portal. Initially starts at 300 ticks (15 seconds) after teleportation and counts down to 0.
    • UUID: This entity's Universally Unique IDentifier. The 128-bit UUID is stored as four 32-bit integers, ordered from most to least significant.
    • CustomName: The custom name JSON text component of this entity. Appears in player death messages and villager trading interfaces, as well as above the entity when the player's cursor is over it. May not exist, or may exist and be empty.
    • CustomNameVisible: 1 or 0 (true/false) - if true, and this entity has a custom name, the name always appears above the entity, regardless of where the cursor points. If the entity hasn't a custom name, a default name is shown. May not exist.
    • Silent: 1 or 0 (true/false) - if true, this entity is silenced. May not exist.
    • Passengers: The data of the entity that is riding this entity. Note that both entities control movement and the topmost entity controls spawning conditions when created by a mob spawner.
      • See this format (recursive).
    • Glowing: 1 or 0 (true/false) - true if the entity has a glowing outline.
    • Tags: List of scoreboard tags of this entity.
    • Tags common to all mobs [hide]
    • Health: Amount of health the entity has.
    • AbsorptionAmount: Amount of extra health added by Absorption effect.
    • HurtTime: Number of ticks the mob turns red for after being hit. 0 when not recently hit.
    • HurtByTimestamp: The last time the mob was damaged, measured in the number of ticks since the mob's creation. Updates to a new value whenever the mob is damaged, then updates again 101 ticks later for reasons unknown. Can be changed with commands, but the specified value does not affect natural updates in any way, and is overwritten if the mob receives damage.
    • DeathTime: Number of ticks the mob has been dead for. Controls death animations. 0 when alive.
    • FallFlying: Setting to 1 for non-player entities causes the entity to glide as long as they are wearing elytra in the chest slot. Can be used to detect when the player is gliding without using scoreboard statistics.
    • SleepingX: The X coordinate of where the entity is sleeping, absent if not sleeping.
    • SleepingY: The Y coordinate of where the entity is sleeping, absent if not sleeping.
    • SleepingZ: The Z coordinate of where the entity is sleeping, absent if not sleeping.
    • Brain: Everything this entity has to keep in mind.
      • memories: Empty for all but villagers.
        • minecraft:meeting_point: Where this villager's meeting point is.
          • value: The value of this memory.
            • pos: The X Y and Z values of the meeting point.
            • dimension: The dimension ID of the meeting point.
        • minecraft:home: Where this villager's bed is.
          • value: The value of this memory.
            • pos: The X Y and Z values of the bed.
            • dimension: The dimension ID of the bed.
        • minecraft:job_site: Where this villager's job site block is.
          • value: The value of this memory.
            • pos: The X Y and Z values of the job site block.
            • dimension: The dimension ID of the job site block.
        • minecraft:last_slept: The tick that the villager last slept in a bed.
          • value: The value of this memory.
        • minecraft:last_woken: The tick that the villager last woke up from a bed.
          • value: The value of this memory.
        • minecraft:last_worked_at_poi: The tick that the villager last worked at their job site.
          • value: The value of this memory.
        • minecraft:angry_at: The target of this piglin.
          • value: Universally Unique IDentifier of the entity that the piglin targets, stored as four ints.
          • ttl: The amount of ticks before this memory is removed.
        • minecraft:admiring_item: If the piglin is admiring an item.
          • value: 1 or 0 (true/false) - true if admiring an item.
          • ttl: The amount of ticks before this memory is removed, the piglin throws back another item when this reaches 0, if it held a gold ingot.
        • minecraft:admiring_disabled: If the piglin can admire an item at this moment, set when being converting, when hurt or after just admiring an item.
          • value: 1 or 0 (true/false) - true if admiring is disabled.
          • ttl: The amount of ticks before this memory is removed.
        • minecraft:hunted_recently: If the piglin just hunted, and as such, won't for a while. Set after hunting or spawning in a bastion remnant.
          • value: 1 or 0 (true/false) - true if the piglin just hunted and cannot hunt.
          • ttl: The amount of ticks before this memory is removed.
    • Attributes: A list of Attributes for this mob. These are used for many purposes in internal calculations, and can be considered a mob's "statistics". Valid Attributes for a given mob are listed in the main article.
      • An individual Attribute.
        • Name: The name of this Attribute.
        • Base: The base value of this Attribute.
        • Modifiers: A list of Modifiers acting on this Attribute. Modifiers alter the Base value in internal calculations, without changing the original copy. Note that a Modifier never modifies Base to be higher than its maximum or lower than its minimum for a given Attribute.
          • An individual Modifier.
            • Name: The Modifier's name.
            • Amount: The amount by which this Modifier modifies the Base value in calculations.
            • Operation: 0, 1, or 2. Defines the operation this Modifier executes on the Attribute's Base value. 0: Increment X by Amount, 1: Increment Y by X * Amount, 2: Y = Y * (1 + Amount) (equivalent to Increment Y by Y * Amount). The game first sets X = Base, then executes all Operation 0 modifiers, then sets Y = X, then executes all Operation 1 modifiers, and finally executes all Operation 2 modifiers.
            • UUID: This modifier's Universally Unique IDentifier, stored as four ints. Used to identify the modifier so that the correct modifier can be added or removed.
    • ActiveEffects: The list of potion effects on this mob. May not exist.
      • A potion effect
        • Id: The numerical effect ID.
        • Amplifier: The potion effect level. 0 is level 1.
        • Duration: The number of ticks before the effect wears off.
        • Ambient: 1 or 0 (true/false) - true if this effect is provided by a Beacon and therefore should be less intrusive on screen.
        • ShowParticles: 1 or 0 (true/false) - true if particles are shown (affected by "Ambient"). false if no particles are shown.
        • ShowIcon: 1 or 0 (true/false) - true if effect icon is shown. false if no icon is shown.
        • HiddenEffect: Lower amplifier effect of the same type, this replaces the above effect when it expires. (The duration of the effect still decreases in here too)
          • HiddenEffect: The same as the above compound, recursively.
          • Amplifier: The potion effect level. 0 is level 1.
          • Duration: The number of ticks before the effect wears off.
          • Ambient: 1 or 0 (true/false) - true if this effect is provided by a Beacon and therefore should be less intrusive on screen.
          • ShowParticles: 1 or 0 (true/false) - true if particles are shown (affected by "Ambient"). false if no particles are shown.
          • ShowIcon: 1 or 0 (true/false) - true if effect icon is shown. false if no icon is shown.
    • HandItems: The list of items the mob is holding, in the following order: Main hand, Off hand.
      • : The item being held in the mob's main hand.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
      • : The item being held in the mob's off hand.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
    • ArmorItems: The list of items the mob is wearing as armor, in the following order: feet, legs, chest, head.
      • : The item in the feet armor slot.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
      • : The item in the legs armor slot.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
      • : The item in the chest armor slot.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
      • : The item in the head armor slot.
        • Tags common to all items [hide]
        • Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values of 1 are not displayed in-game. Values below 1 are displayed in red.
        • id: Item/Block ID. If not specified, Minecraft changes the item to stone when loading the chunk or summoning the item.
        • tag: Additional information about the item, discussed more in the subsections of the item structure section. This tag is optional for most items.
    • HandDropChances: List of float values representing the chance for a handheld item to drop.
      • : Chance to drop the item being carried in the main hand.
      • : Chance to drop the item being carried in the off hand.
    • ArmorDropChances: List of float values representing the chance for a worn armor item to drop.
      • : Chance to drop the item being worn in the feet slot.
      • : Chance to drop the item being worn in the legs slot.
      • : Chance to drop the item being worn in the chest slot.
      • : Chance to drop the item being worn in the head slot.
    • DeathLootTable: Optional. Loot table to be used for the items that drop when the entity is killed.
    • DeathLootTableSeed: Optional. Seed for generating the loot table. If 0 or omitted, a random seed is used.
    • CanPickUpLoot: 1 or 0 (true/false) - true if the mob can pick up loot (wear armor it picks up, use weapons it picks up).
    • NoAI: 1 or 0 (true/false) - Setting to true disables the mob's AI. The mob does not and cannot move, to the extent of not falling when normally able.
    • PersistenceRequired: 1 or 0 (true/false) - true if the mob must not despawn naturally.
    • LeftHanded: 1 or 0 (true/false) - true if the mob renders the main hand as being left.
    • Team: This tag is actually not part of the NBT data of a mob, but instead used when spawning it, so it cannot be tested for. It makes the mob instantly join the scoreboard team with that name.
    • Leash: Either contains a UUID int array, if this leash connects to another entity, or an X, Y, Z int trio if this leash connects to a fencepost. Does not exist if the entity is not leashed.
      • UUID: The Universally Unique IDentifier of the entity this leash connects to, stored as four ints.
      • X: The X coordinate of the fence this leash connects to.
      • Y: The Y coordinate of the fence this leash connects to.
      • Z: The Z coordinate of the fence this leash connects to.
    • IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.
    • CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0).
    • DrownedConversionTime: The number of ticks until this zombie converts to a drowned, or husk to zombie. (default value is -1, when no conversion is under way).
    • InWaterTime: The number of ticks this zombie or husk has been under water, used to start the drowning conversion. (default value is -1, when no conversion is under way).
    • AngerTime: Ticks until the zombified piglin becomes neutral. -2,147,483,648 to 0 for neutral zombified piglins; 1 to 2,147,483,647 for angry zombified piglins. Value depletes by one every tick if value is greater than 0. When the value turns from 1 to 0, the zombified piglin does not stop tracking the player until the player has exited the zombified piglin's detection radius. When hit by a player or when another zombified piglin within 32 blocks is hit by a player, the value is set to a random number between 400 and 800.
    • AngryAt: The UUID of the last player that attacked the zombified piglin, stored as four ints.

Progresos

Icono Advancement In-game description Parent Actual requirements (if different) Namespaced ID
Adventure Adventure, exploration, and combat Kill any entity, or be killed by any entity. adventure/root
Monster Hunter Kill any hostile monster Adventure Kill one of these 33 mobs. Other mobs, if any, may be killed, but are ignored for this advancement. adventure/kill_a_mob
Monsters Hunted Kill one of every hostile monster Monster Hunter Kill each of these 33 mobs. Other mobs, if any, may be killed, but are ignored for this advancement. adventure/kill_all_mobs

Curiosidades

  • The pre-Texture Update zombie pigman skin file has "THX XAPHOBIA" written on the unused section as a credit by Notch to the skin's original creator.
  • Deaths of hostile zombified piglins always register as kills by the player they are targeting, regardless of whether that player ever touched that zombified piglin.‌['JE only]
  • The old zombie pigman was the only mob to have a "baby" variant that is texture is significantly different than its adult counterpart, with baby zombie pigmen missing the outer layer of their head and showing their skull. It instead appears inside of its head, which is a bug.
    • This is actually the same case with baby zombies and their variants, which is visible only via Texture Packs.
    • However, after the Nether Update, when the zombie pigmen became zombified piglins, and since they no longer have a different layer on their head, their head texture is now the same like their adult counterpart.
  • El sonido de enfado del piglin zombificado se reproduce al doble de velocidad del archivo de sonido original.‌['JE only]
  • In some beta versions, when Texture or Behavior Packs are applied, the Zombified Piglin's texture would go back to the Zombie Pigman's.
  • En Bedrock Edition, si se aplica el Classic Texture Pack (paquete de texturas clásico), se revertirá el modelo y texturas del piglin zombificado a su aspecto original.

Historia

(Por favor coloquen el cuadro de historia de la wiki en inglés y traduzcanlo)

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