Fix: typos in first half of ..\docs\scarpet\api (#275)
* Fix: typos in Auxiliary.md * Fix: typos in BlockIterations.md * Fix: typos in BlocksAndWorldAccess.md * Fix: typos in Entities.md * Fix: more typos in Entities.md * If you pause at ... while saying this sentence it makes sense. Most ppl think there is only one kind of air in mc. * redstone ticking * Update docs/scarpet/api/BlocksAndWorldAccess.md Co-authored-by: gnembon <41132274+gnembon@users.noreply.github.com>
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@@ -3,23 +3,23 @@
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## Entity Selection
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Entities have to be fetched before using them. Entities can also change their state between calls to the script if
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game happens either in between separate calls to the programs, or if the program calls `game_tick` on its own.
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In this case - entities would need to be re-fetched, or the code should account for entities getting dead.
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game ticks occur either in between separate calls to the programs, or if the program calls `game_tick` on its own.
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In this case - entities would need to be re-fetched, or the code should account for entities dying.
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### `player(), player(type), player(name)`
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With no arguments, it returns the calling player or the player closest to the caller. Note that the main context
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will receive `p` variable pointing to this player. With `type` or `name` specified it will try first to match a type,
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will receive `p` variable pointing to this player. With `type` or `name` specified, it will try first to match a type,
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returning a list of players matching a type, and if this fails, will assume its player name query retuning player with
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that name, or `null` if no player was found. With `'all'`, list of all players in the game, in all dimensions, so end
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user needs to be cautious, that you might be referring to wrong blocks and entities around the player in question.
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With `type = '*'` it returns all players in caller dimension, `'survival'` returns all survival and adventure players,
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`'creative'` returns all creative players, `'spectating'` returns all spectating players, and `'!spectating'`,
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all not-spectating players. If all fails, with `name`, the player in question, if is logged in.
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all not-spectating players. If all fails, with `name`, the player in question, if he/she is logged in.
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### `entity_id(uuid), entity_id(id)`
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Fetching entities wither by their ID obtained via `entity ~ 'id'`, which is unique for a dimension and current world
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Fetching entities either by their ID obtained via `entity ~ 'id'`, which is unique for a dimension and current world
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run, or by UUID, obtained via `entity ~ 'uuid'`. It returns null if no such entity is found. Safer way to 'store'
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entities between calls, as missing entities will be returning `null`. Both calls using UUID or numerical ID are `O(1)`,
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but obviously using UUIDs takes more memory and compute.
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@@ -38,12 +38,12 @@ selectors are available:
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### `entity_area(type, cx, cy, cz, dx, dy, dz)`
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Returns entities of a specified type in an area centered on `cx, cy, cz` and at most `dx, dy, dz` blocks away from
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the center point. Uses same selectors as `entities_list`
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the center point. Uses the same selectors as `entities_list`.
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### `entity_selector(selector)`
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Returns entities satisfying given vanilla entity selector. Most complex among all the methods of selecting entities,
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but the most capable. Selectors are cached so should be as fast as other methods of selecting entities.
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Returns entities satisifying given vanilla entity selector. Most complex among all the methods of selecting entities,
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but the most capable. Selectors are cached so it should be as fast as other methods of selecting entities.
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### `spawn(name, pos, nbt?)`
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@@ -53,67 +53,67 @@ you get the entity back as a return value, which is swell.
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## Entity Manipulation
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Unlike with blocks, that use plethora of vastly different querying functions, entities are queried with `query`
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function and altered via `modify` function. Type of information needed or values to be modified are different for
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Unlike with blocks, that use a plethora of vastly different querying functions, entities are queried with the `query`
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function and altered via the `modify` function. Type of information needed or values to be modified are different for
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each call.
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Using `~` (in) operator is an alias for `query`. Especially useful if a statement has no arguments,
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which in this case can be radically simplified
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which in this case can be radically simplified:
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<pre>
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query(p, 'name') <=> p ~ 'name' // much shorter and cleaner
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query(p, 'holds', 'offhand') <=> p ~ l('holds', 'offhand') // not really but can be done
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</pre>
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### `query(e,'removed')`
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### `query(e, 'removed')`
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Boolean. True if the entity is removed
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Boolean. True if the entity is removed.
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### `query(e,'id')`
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### `query(e, 'id')`
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Returns numerical id of the entity. Most efficient way to keep track of entites in a script.
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Ids are only unique within current game session (ids are not preserved between restarts),
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and dimension (each dimension has its own ids which can overlap.
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and dimension (each dimension has its own ids which can overlap).
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### `query(e,'uuid')`
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### `query(e, 'uuid')`
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Returns UUID (unique id) of the entity. Can be used to access entities with the other vanilla commands and
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Returns the UUID (unique id) of the entity. Can be used to access entities with the other vanilla commands and
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remains unique regardless of the dimension, and is preserved between game restarts. Apparently players cannot be
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accessed via UUID, but name instead.
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accessed via UUID, but should be accessed with their name instead.
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<pre>
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map(entities_area('*',x,y,z,30,30,30),run('kill '+query(_,'id'))) // doesn't kill the player
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</pre>
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### `query(e,'pos')`
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### `query(e, 'pos')`
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Triple of entity position
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Triple of the entity's position
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### `query(e,'location')`
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### `query(e, 'location')`
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Quin-tuple of entity position (x, y, and z coords), and rotation (yaw, pitch)
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Quin-tuple of the entity's position (x, y, and z coords), and rotation (yaw, pitch)
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### `query(e,'x'), query(e,'y'), query(e,'z')`
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### `query(e, 'x'), query(e, 'y'), query(e, 'z')`
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Respective entity coordinate
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Respective component of entity's coordinates
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### `query(e,'pitch'), query(e,'yaw')`
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### `query(e, 'pitch'), query(e, 'yaw')`
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Pitch and Yaw or where entity is looking.
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### `query(e,'look')`
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### `query(e, 'look')`
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Returns a 3d vector where the entity is looking.
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### `query(e,'motion')`
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### `query(e, 'motion')`
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Triple of entity motion vector, `l(motion_x, motion_y, motion_z)`
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Triple of entity's motion vector, `l(motion_x, motion_y, motion_z)`
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### `query(e,'motion_x'), query(e,'motion_y'), query(e,'motion_z')`
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### `query(e, 'motion_x'), query(e, 'motion_y'), query(e, 'motion_z')`
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Respective component of the motion vector
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Respective component of the entity's motion vector
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### `query(e,'name'), query(e,'display_name'), query(e,'custom_name'), query(e,'type')`
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### `query(e, 'name'), query(e, 'display_name'), query(e, 'custom_name'), query(e, 'type')`
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String of entity name
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@@ -132,99 +132,99 @@ player, where its their name.
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run('/kill ' + e~'command_name');
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</pre>
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### `query(e,'is_riding')`
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### `query(e, 'is_riding')`
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Boolean. True if riding another entity.
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Boolean, true if the entity is riding another entity.
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### `query(e,'is_ridden')`
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### `query(e, 'is_ridden')`
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Boolean. True if another entity is riding it.
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Boolean, true if another entity is riding it.
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### `query(e,'passengers')`
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### `query(e, 'passengers')`
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List of entities riding the entity.
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### `query(e,'mount')`
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### `query(e, 'mount')`
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Entity that `e` rides.
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### `query(e,'tags')`
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### `query(e, 'tags')`
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List of entity tags.
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List of entity's tags.
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### `query(e,'has_tag',tag)`
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### `query(e, 'has_tag',tag)`
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Boolean, True if the entity is marked with `tag`.
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Boolean, true if the entity is marked with `tag`.
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### `query(e,'is_burning')`
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### `query(e, 'is_burning')`
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Boolean, True if the entity is burning.
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Boolean, true if the entity is burning.
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### `query(e,'fire')`
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### `query(e, 'fire')`
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Number of remaining ticks of being on fire.
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### `query(e,'silent')`
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### `query(e, 'silent')`
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Boolean, True if the entity is silent.
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Boolean, true if the entity is silent.
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### `query(e,'gravity')`
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### `query(e, 'gravity')`
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Boolean, True if the entity is affected by gravity, like most entities do.
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Boolean, true if the entity is affected by gravity, like most entities are.
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### `query(e,'immune_to_fire')`
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### `query(e, 'immune_to_fire')`
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Boolean, True if the entity is immune to fire.
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Boolean, true if the entity is immune to fire.
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### `query(e,'dimension')`
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### `query(e, 'dimension')`
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Name of the dimension entity is in.
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Name of the dimension the entity is in.
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### `query(e,'height')`
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### `query(e, 'height')`
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Height of the entity.
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Height of the entity in blocks.
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### `query(e,'width')`
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### `query(e, 'width')`
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Width of the entity.
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Width of the entity in blocks.
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### `query(e,'eye_height')`
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### `query(e, 'eye_height')`
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Eye height of the entity.
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Eye height of the entity in blocks.
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### `query(e,'age')`
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### `query(e, 'age')`
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Age, in ticks, of the entity, i.e. how long it existed.
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Age of the entity in ticks, i.e. how long it existed.
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### `query(e,'breeding_age')`
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### `query(e, 'breeding_age')`
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Breeding age of passive entity, in ticks. If negative it it time to adulthood, if positive, breeding cooldown
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Breeding age of passive entity, in ticks. If negative, time to adulthood, if positive, breeding cooldown
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### `query(e,'despawn_timer')`
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### `query(e, 'despawn_timer')`
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For living entities - the number of ticks they fall outside of immediate player presence.
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For living entities, the number of ticks they fall outside of immediate player presence.
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### `query(e,'item')`
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### `query(e, 'item')`
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The item triple (name, count, nbt) if its an item entity, `null` otherwise
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### `query(e,'count')`
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### `query(e, 'count')`
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Number of items in a stack from item entity, `null` otherwise
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### `query(e,'pickup_delay')`
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### `query(e, 'pickup_delay')`
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Retrieves pickup delay timeout for an item entity, `null` otherwise
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### `query(e,'is_baby')`
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### `query(e, 'is_baby')`
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Boolean, true if its a baby.
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### `query(e,'target')`
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### `query(e, 'target')`
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Returns mob's attack target or null if none or not applicable.
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### `query(e,'home')`
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### `query(e, 'home')`
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Returns creature's home position or null if none or not applicable.
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@@ -239,31 +239,31 @@ Returns a pose of an entity, one of the following options
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* `'crouching'`
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* `'dying'`
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### `query(e,'sneaking')`
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### `query(e, 'sneaking')`
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Boolean, true if entity is sneaking.
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Boolean, true if the entity is sneaking.
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### `query(e,'sprinting')`
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### `query(e, 'sprinting')`
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Boolean, true if entity is sprinting.
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Boolean, true if the entity is sprinting.
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### `query(e,'swimming')`
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### `query(e, 'swimming')`
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Boolean, true if entity is swimming.
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Boolean, true if the entity is swimming.
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### `query(e,'jumping')`
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### `query(e, 'jumping')`
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Boolean, true if entity is jumping.
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Boolean, true if the entity is jumping.
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### `query(e,'gamemode')`
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### `query(e, 'gamemode')`
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String with gamemode, or `null` if not a player.
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### `query(e,'gamemode_id')`
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### `query(e, 'gamemode_id')`
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Good'ol gamemode id, or null if not a player.
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### `query(e,'player_type')`
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### `query(e, 'player_type')`
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Returns `null` if the argument is not a player, otherwise:
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@@ -282,18 +282,18 @@ Returns a lowercase string containing the category of the entity (hostile, passi
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Team name for entity, or `null` if no team is assigned.
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### `query(e,'ping')`
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### `query(e, 'ping')`
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Player's ping in milliseconds, or `null` if its not a player.
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### `query(e,'permission_level')`
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### `query(e, 'permission_level')`
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Player's permission level, or `null` if not applicable for this entity.
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### `query(e,'effect',name?)`
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### `query(e, 'effect', name?)`
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Without extra arguments, it returns list of effect active on a living entity. Each entry is a triple of short
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effect name, amplifier, and remaining duration. With an argument, if the living entity has not that potion active,
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effect name, amplifier, and remaining duration in ticks. With an argument, if the living entity has not that potion active,
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returns `null`, otherwise return a tuple of amplifier and remaining duration.
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<pre>
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@@ -302,13 +302,13 @@ query(p,'effect','haste') => [0, 177]
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query(p,'effect','resistance') => null
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</pre>
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### `query(e,'health')`
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### `query(e, 'health')`
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Number indicating remaining entity health, or `null` if not applicable.
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### `query(e,'holds',slot?)`
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### `query(e, 'holds', slot?)`
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Returns triple of short name, stack count, and NBT of item held in `slot`. Available options for `slot` are:
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Returns triple of short name, stack count, and NBT of item held in `slot`, or `null` if nothing or not applicable. Available options for `slot` are:
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* `mainhand`
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* `offhand`
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@@ -319,16 +319,16 @@ Returns triple of short name, stack count, and NBT of item held in `slot`. Avail
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If `slot` is not specified, it defaults to the main hand.
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### `query(e,'selected_slot')`
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### `query(e, 'selected_slot')`
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Number indicating the selected slot of entity inventory. Currently only applicable to players.
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Number indicating the selected slot of entity's inventory. Currently only applicable to players.
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### `query(e,'facing', order?)`
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### `query(e, 'facing', order?)`
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Returns where the entity is facing. optional order (number from 0 to 5, and negative), indicating primary directions
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where entity is looking at. From most prominent (order 0) to opposite (order 5, or -1)
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### `query(e,'trace', reach?, options?...)`
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### `query(e, 'trace', reach?, options?...)`
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Returns the result of ray tracing from entity perspective, indicating what it is looking at. Default reach is 4.5
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blocks (5 for creative players), and by default it traces for blocks and entities, identical to player attack tracing
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@@ -340,9 +340,9 @@ entities and blocks, blocks will take over the priority even if transparent or n
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Regardless of the options selected, the result could be `null` if nothing is in reach, entity, if look targets an
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entity, and block value if block is in reach.
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### `query(e,'nbt',path?)`
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### `query(e, 'nbt', path?)`
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Returns full NBT of the entity. If path is specified, it fetches only that portion of the NBT, that corresponds to the
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Returns full NBT of the entity. If path is specified, it fetches only the portion of the NBT that corresponds to the
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path. For specification of `path` attribute, consult vanilla `/data get entity` command.
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Note that calls to `nbt` are considerably more expensive comparing to other calls in Minecraft API, and should only
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@@ -354,13 +354,13 @@ type objects via `get, put, has, delete`, so try to use API calls first for that
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Like with entity querying, entity modifications happen through one function. Most position and movements modifications
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don't work currently on players as their position is controlled by clients.
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Currently there is no ability to modify NBT directly, but you could always use `run('data modify entity`
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Currently there is no ability to modify NBT directly, but you could always use `run('data modify entity ...')`
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### `modify(e,'remove')`
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### `modify(e, 'remove')`
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Removes (not kills) entity from the game.
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### `modify(e,'kill')`
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### `modify(e, 'kill')`
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Kills the entity.
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@@ -374,7 +374,7 @@ Changes full location vector all at once.
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### `modify(e, 'x', x), modify(e, 'y', y), modify(e, 'z', z)`
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Moves the entity in.... one direction.
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Moves the entity in one direction.
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### `modify(e, 'pitch', pitch), modify(e, 'yaw', yaw)`
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@@ -396,7 +396,9 @@ Sets the corresponding component of the motion vector.
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Adds a vector to the motion vector. Most realistic way to apply a force to an entity.
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### `modify(e, 'custom_name'), modify(e, 'custom_name', name )`
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### `modify(e, 'custom_name'), modify(e, 'custom_name', name)`
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Sets the custom name of the entity.
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### `modify(e, 'age', number)`
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@@ -405,8 +407,12 @@ entities, so use it with caution.
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### `modify(e, 'pickup_delay', number)`
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Sets the pickup delay for the item entity.
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### `modify(e, 'breeding_age', number)`
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Sets the breeding age for the animal.
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### `modify(e, 'despawn_timer', number)`
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Sets a custom despawn timer value.
|
||||
@@ -429,11 +435,11 @@ Mounts on all listed entities on `e`.
|
||||
|
||||
### `modify(e, 'tag', tag, ? ...), modify(e, 'tag', l(tags) )`
|
||||
|
||||
Adds tag / tags to the entity.
|
||||
Adds tag(s) to the entity.
|
||||
|
||||
### `modify(e, 'clear_tag', tag, ? ...), modify(e, 'clear_tag', l(tags) )`
|
||||
|
||||
Removes tag from entity.
|
||||
Removes tag(s) from the entity.
|
||||
|
||||
### `modify(e, 'talk')`
|
||||
|
||||
@@ -446,19 +452,19 @@ If called with `false` value, it will disable AI in the mob. `true` will enable
|
||||
### `modify(e, 'no_clip', boolean)`
|
||||
|
||||
Sets if the entity obeys any collisions, including collisions with the terrain and basic physics. Not affecting
|
||||
players, since they are controlled client side
|
||||
players, since they are controlled client side.
|
||||
|
||||
### `modify(e, 'effect', name, duration?, amplifier?, show_particles?, show_icon?)`
|
||||
|
||||
Applies status effect to the living entity. Takes several optional parameters, which default to `0`, `true`
|
||||
and `true`. If no duration is specified, or it is null or 0, the effect is removed.
|
||||
and `true`. If no duration is specified, or if it's null or 0, the effect is removed.
|
||||
|
||||
### `modify(e, 'home', null), modify(e, 'home', block, distance?), modify(e, 'home', x, y, z, distance?)`
|
||||
|
||||
Sets AI to stay around the home position, within `distance` blocks from it. `distance` defaults to 16 blocks.
|
||||
`null` removes it. _May_ not work fully with mobs that have this AI built in, like Villagers.
|
||||
|
||||
### `modify(e, 'gamemode', gamemode?), modify(e, 'gamemode',gamemode_id?)`
|
||||
### `modify(e, 'gamemode', gamemode?), modify(e, 'gamemode', gamemode_id?)`
|
||||
|
||||
Modifies gamemode of player to whatever string (case-insensitive) or number you put in.
|
||||
|
||||
@@ -467,7 +473,7 @@ Modifies gamemode of player to whatever string (case-insensitive) or number you
|
||||
* 2: adventure
|
||||
* 3: spectator
|
||||
|
||||
### `modify(e, 'jumping', true/false)`
|
||||
### `modify(e, 'jumping', boolean)`
|
||||
|
||||
Will make the entity constantly jump if set to true, and will stop the entity from jumping if set to false.
|
||||
Note that jumping parameter can be fully controlled by the entity AI, so don't expect that this will have
|
||||
@@ -479,13 +485,17 @@ Requires a living entity as an argument.
|
||||
|
||||
Will make the entity jump once.
|
||||
|
||||
### `modify(e, 'silent', true/false)`
|
||||
### `modify(e, 'silent', boolean)`
|
||||
|
||||
### `modify(e, 'gravity', true/false)`
|
||||
Silences or unsilences the entity.
|
||||
|
||||
### `modify(e, 'gravity', boolean)`
|
||||
|
||||
Toggles gravity for the entity.
|
||||
|
||||
### `modify(e, 'fire', ticks)`
|
||||
|
||||
Will set mob on fire for `ticks` ticks. Set to 0 to extinguish.
|
||||
Will set entity on fire for `ticks` ticks. Set to 0 to extinguish.
|
||||
|
||||
## Entity Events
|
||||
|
||||
@@ -497,19 +507,19 @@ defining the callback with `entity_event`
|
||||
|
||||
The following events can be handled by entities.
|
||||
|
||||
* `'on_tick'`: executes every tick right before entity is ticked in the game. Required arguments: `entity`
|
||||
* `'on_tick'`: executes every tick right before the entity is ticked in the game. Required arguments: `entity`
|
||||
* `'on_death'`: executes once when a living entity dies. Required arguments: `entity, reason`
|
||||
* `'on_removed'`: execute once when an entity is removed. Required arguments: `entity`
|
||||
* `'on_damaged'`: executed every time a living entity is about to receive damage.
|
||||
Required arguments: `entity, amount, source, attacking_entity`
|
||||
|
||||
It doesn't mean that all entity types will have a chance to execute a given event, but entities will not error
|
||||
when you will attach inapplicable event to it.
|
||||
when you attach inapplicable event to it.
|
||||
|
||||
### `entity_event(e, event, call_name, args...)`
|
||||
|
||||
Attaches specific function from the current package to be called upon the `event`, with extra `args` curried to the
|
||||
original required arguments for the event handler
|
||||
Attaches specific function from the current package to be called upon the `event`, with extra `args` carried to the
|
||||
original required arguments for the event handler.
|
||||
|
||||
<pre>
|
||||
protect_villager(entity, amount, source, source_entity, healing_player) ->
|
||||
|
||||
Reference in new issue
Block a user