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@@ -2639,6 +2639,13 @@ query(p,'effect','resistance') => null
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Number indicating remaining entity health, or `null` if not applicable.
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### `query(e, 'hunger')`
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### `query(e, 'saturation')`
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### `query(e, 'exhaustion')`
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Retrieves player hunger related information. For non-players, returns `null`.
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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`, or `null` if nothing or not applicable. Available options for `slot` are:
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@@ -2795,10 +2802,11 @@ If called with `false` value, it will disable AI in the mob. `true` will enable
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Sets if the entity obeys any collisions, including collisions with the terrain and basic physics. Not affecting
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players, since they are controlled client side.
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### `modify(e, 'effect', name, duration?, amplifier?, show_particles?, show_icon?)`
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### `modify(e, 'effect', name?, duration?, amplifier?, show_particles?, show_icon?)`
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Applies status effect to the living entity. Takes several optional parameters, which default to `0`, `true`
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and `true`. If no duration is specified, or if it's null or 0, the effect is removed.
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and `true`. If no duration is specified, or if it's null or 0, the effect is removed. If name is not specified,
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it clears all effects.
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### `modify(e, 'home', null), modify(e, 'home', block, distance?), modify(e, 'home', x, y, z, distance?)`
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@@ -2838,6 +2846,17 @@ Toggles gravity for the entity.
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Will set entity on fire for `ticks` ticks. Set to 0 to extinguish.
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### `modify(e, 'hunger', value)`
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### `modify(e, 'saturation', value)`
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### `modify(e, 'exhaustion', value)`
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Modifies directly player raw hunger components. Has no effect on non-players
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### `modify(e, 'add_exhaustion', value)`
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adds exhaustion value to the current player exhaustion level - that's the method you probably want to use
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to manipulate how much 'food' some action cost.
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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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@@ -2887,7 +2906,12 @@ health back to the villager after being harmed.
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Most functions in this category require inventory as the first argument. Inventory could be specified by an entity,
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or a block, or position (three coordinates) of a potential block with inventory. Player enderchest inventory require
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two arguments, keyword `'enderchest'`, followed by the player entity argument. If the entity or a block doesn't have
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two arguments, keyword `'enderchest'`, followed by the player entity argument, or a single argument as a string of a
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form: `'enderchest_steve'`. If your player name starts with enderchest, it can be always accessed by passing a player
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entity value. If all else fails, it will try to identify first three arguments as coordinates of a block position of
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a block inventory. Player inventories can also be called by their name.
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If the entity or a block doesn't have
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an inventory, they typically do nothing and return null.
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Most items returned are in the form of a triple of item name, count, and nbt or the extra data associated with an item.
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@@ -3130,7 +3154,10 @@ supplied, only that player will receive particles.
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## Markers
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### `draw_shape(shape, duration, key?, value?, ... )`, `draw_shape(shape, duration, l(key?, value?, ... ))`, `draw_shape(shape, duration, attribute_map)`
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### `draw_shape(shape, duration, key?, value?, ... )`,
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### `draw_shape(shape, duration, l(key?, value?, ... ))`,
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### `draw_shape(shape, duration, attribute_map)`
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### `draw_shape(shape_list)`
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Draws a shape in the world that will expire in `duration` ticks. Other attributes of the shape should be provided as
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consecutive key - value argument pairs, either as next arguments, or packed in a list, or supplied as a proper key-value
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@@ -3141,6 +3168,10 @@ are not required to follow all attributes precisely, but will allow vanilla clie
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apps. One of the attributes that will definitely not be honored is the duration - particles will be send once
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per shape and last whatever they typically last in the game.
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Shapes can be send one by one, using either of the first three invocations, or batched as a list of shape descriptors.
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Batching has this benefit that they will be send possibly as one packet, limiting network overhead of
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sending many small packets to draw several shapes at once.
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Shapes will fail to draw and raise a runtime error if not all its required parameters
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are specified and all available shapes have some parameters that are required, so make sure to have them in place:
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@@ -3159,6 +3190,10 @@ Optional shared shape attributes:
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* `follow` - entity, or player name. Shape will follow an entity instead of being static.
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Follow attribute requires all positional arguments to be relative to the entity and disallow
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of using entity or block as position markers. You must specify positions as a triple.
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* `snap` - if `follow` is present, indicated on which axis the snapping to entity coordinates occurs, and which axis
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will be treated statically, i.e. the coordinate passed in a coord triple is the actual value in the world. Default
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value is `'xyz'`, meaning the shape will be drawn relatively to the entity in all three directions. Using `xz` for
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instance makes so that the shape follows the entity, but stays at the same, absolute Y coordinate.
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Available shapes:
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* `'line'` - draws a straight line between two points
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@@ -3171,7 +3206,7 @@ Available shapes:
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* `from` - triple coordinates, entity, or block value indicating one corner of the box
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* `to` - other corner, same format as `from`
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* `'sphere'` - draws a sphere
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* `'sphere'`:
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* Required attributes:
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* `center` - center of the sphere
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* `radius` - radius of the sphere
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@@ -3179,6 +3214,15 @@ Available shapes:
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* `level` - level of details, or grid size. The more the denser your sphere. Default level of 0, means that the
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level of detail will be selected automatically based on radius.
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* `'cylinder'`:
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* Required attributes:
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* `center` - center of the base
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* `radius` - radius of the base circle
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* Optional attributes:
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* `axis` - cylinder direction, one of `'x'`, `'y'`, `'z'` defaults to `'y'`
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* `height` - height of the cyllinder, defaults to `0`, so flat disk. Can be negative.
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* `level` - level of details, see `'sphere'`.
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### `create_marker(text, pos, rotation?, block?)`
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Spawns a (permanent) marker entity with text or block at position. Returns that entity for further manipulations.
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