Updatd docs

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Nameless-123 committed 2020-04-24 16:29:40 +02:00
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@@ -2712,6 +2712,19 @@ and `true`. If no duration is specified, or it is null or 0, the effect is remov
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?)`
Modifies gamemode of player to whatever string (case-insensitive) or number you put in.
* 0: survival
* 1: creative
* 2: adventure
* 3: spectator
### `modify(e, 'jumping', true/false?)`
Will make the entity constantly jump if set to true, and will stop the entity from jumping if set to false. No current way to make it jump once only.
## Entity Events
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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@@ -455,6 +455,19 @@ and `true`. If no duration is specified, or it is null or 0, the effect is remov
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?)`
Modifies gamemode of player to whatever string (case-insensitive) or number you put in.
* 0: survival
* 1: creative
* 2: adventure
* 3: spectator
### `modify(e, 'jumping', true/false?)`
Will make the entity constantly jump if set to true, and will stop the entity from jumping if set to false. No current way to make it jump once only.
## Entity Events
There is a number of events that happen to entities that you can attach your own code to in the form of event handlers.