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Entity

{}Entity:compound
IAge:int

Countdown in ticks before entity become adult.

IAir:int

Countdown in ticks before entity start drowning.

[]Armor:list<Item>

Helmet, Chestplate, Leggings, Boots. Accessible by index, not marked with Slot property.

+{}Block:compound extends Block
ICount:int

Amount of item in slot.

IDamage:int= "0 // not damaged at all"

Dealed damage, when it comes to item will be broken.

TName:string

Typed identifier, such as "minecraft:stick".

ISlot:int

Indexed slot, required in containers with more than one slots.

Picked up by entity, denies despawn it naturally.

+{}tag:compound extends T

Additional data, such as nametags, enchantments, etc.

Last attack tick, determines time between attacks.

Entity attributes, such as "minecraft:health", "minecraft:follow_range", etc.

IBase:int
ICurrent:int
IMax:int
IMin:int
+{}Name:compound

One of or your custom one.

IBodyRot:int

Entity body yaw rotation in degrees, with offset of .

BChested:byte

Llama or mule equipped chests.

IColor:int
IColor2:int
BDead:byte

Entity is dead, which is required to visualize animation of dying.

Tick when entity become dead (health <= 0).

Last synchronized distance between ground and entity.

IFire:int

Fire ticks before burning stopped, alternative of .

BHasExecuted:byte= false
[]HomePos:list<int>= "[-2147483648, -2147483648, -2147483648] // when not set"

Last hurt tick, determines entity panic/attack state.

Immune to in-game damage types, such as NPCs and Agents.

BIsAngry:byte

Normally, entity become angry when attacked.

Entity can move, alternative of .

BIsBaby:byte

Entity is not adult, so when reaches 0 it is not baby.

BIsEating:byte

Entity is eating item, displays particles around.

BIsGliding:byte

Entity is using elytra (to glide).

BIsGlobal:byte

Patrols of pillagers following their leader.

Entity breeded and prepared to duplicate itself, such as turtles.

BIsRoaring:byte
BIsScared:byte

Entity sees dangerous thing around, such as villagers flee.

BIsStunned:byte

Entity is standing on water.

BIsTamed:byte

Entity is tamed, such as cats or dogs.

Entity is trusting player (do not panic when it came), such as foxes childs breeded by someone.

Dimension from entity transfered when is going to portal, last saved state when loaded into dimension.

ILeasherID:int= -1

Leashed with knot entity (normally, player).

Required on first death tick, drops loot again if set to false.

ILoveCause:int= "0 // when is not breeded"
{}Mainhand:compound extends Item

Item set by , entities uses it for attack and other AI-related things.

+{}Block:compound extends Block
ICount:int

Amount of item in slot.

IDamage:int= "0 // not damaged at all"

Dealed damage, when it comes to item will be broken.

TName:string

Typed identifier, such as "minecraft:stick".

ISlot:int

Indexed slot, required in containers with more than one slots.

Picked up by entity, denies despawn it naturally.

+{}tag:compound extends T

Additional data, such as nametags, enchantments, etc.

[]Motion:list<int>

Velocity of physics in-world, vector of moving target.

Entity is naturally spawned, not breeded or summoned.

{}Offhand:compound extends Item

Item set by , in common cases entities ignores it, but players or extra-powered items (Totem of Undying fully restores non-player entities health) are useful.

+{}Block:compound extends Block
ICount:int

Amount of item in slot.

IDamage:int= "0 // not damaged at all"

Dealed damage, when it comes to item will be broken.

TName:string

Typed identifier, such as "minecraft:stick".

ISlot:int

Indexed slot, required in containers with more than one slots.

Picked up by entity, denies despawn it naturally.

+{}tag:compound extends T

Additional data, such as nametags, enchantments, etc.

BOnGround:byte

Entity is standing on landing.

IOwnerNew:int= -1

Projectile shooter entity UID.

Entity can not be despawned.

Ticks before entity can move through portal again.

[]Pos:list<int>

XYZ absolute coordinates, alternative of .

[]Rotation:list<int>

Yaw (horizontal rotation angle) and pitch (vertical rotation angle) respectively in degrees, alternative of .

BSaddled:byte

When pig or strider is saddled (excludes horses or not?).

BSheared:byte

When sheep or snow golem is sheared.

BSitting:byte

Entity is sitting, such as players or foxes.

ISkinID:int
ISurface:int
[]Tags:list<string>
ITargetID:int= -1

Following, attacking or anything else targeted entity.

Tick when entity is born, used to property.

Entity UID, which is passed to Inner Core callbacks.

IVariant:int
IboundX:int
IboundY:int
IboundZ:int

Entity may equip, take or replace containing item from drop.

[]definitions:list<string>

Set of rules applied (starts with +) or excluded (starts with -) from entity; it includes properties, tasks, etc.

Tidentifier:string

Typed entity identifier without tags, such as "minecraft:cow".

Ticks after when entity become .