tweaks to entity API code
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@@ -2661,7 +2661,7 @@ Adds a vector to the motion vector. Most realistic way to apply a force to an en
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### `modify(e, 'age', number)`
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Modifies entity's internal age counter. Fiddling with this will affect directly behaviours of complex
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Modifies entity's internal age counter. Fiddling with this will affect directly AI behaviours of complex
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entities, so use it with caution.
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### `modify(e, 'pickup_delay', number)`
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@@ -2728,13 +2728,17 @@ Modifies gamemode of player to whatever string (case-insensitive) or number you
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* 2: adventure
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* 3: spectator
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### `modify(e, 'jumping', true/false?)`
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### `modify(e, 'jumping', true/false)`
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Will make the entity constantly jump if set to true, and will stop the entity from jumping if set to false.
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Note that jumping parameter can be fully controlled by the entity AI, so don't expect that this will have
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a permanent effect. Use `'jump'` to make an entity jump once for sure.
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Requires a living entity as an argument.
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### `modify(e, 'jump'))`
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Will make the entity jump once only
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Will make the entity jump once.
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### `modify(e, 'silent', true/false)`
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@@ -2744,9 +2748,6 @@ Will make the entity jump once only
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Will set mob on fire for `ticks` ticks. Set to 0 to extinguish.
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### `modify(e, 'age', age)`
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## Entity Events
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There is a number of events that happen to entities that you can attach your own code to in the form of event handlers.
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@@ -3090,7 +3091,7 @@ And colors:
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* `e` - grEEn
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* `v` - naVy blue
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* `k` - blaK
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* `#FFAACC` - arbitrary RGB color (1.16+), hex notation
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* `#FFAACC` - arbitrary RGB color (1.16+), hex notation. Use uppercase for A-F symbols
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Decorators (listed as extra argument after the component they would affect):
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* `'^<format> <text>'` - hover over tooltip text, appearing when hovering with your mouse over the text below.
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