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dimension只读
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idUnique identifier of the entity. This identifier is intended to be consistent across loads of a world instance. No meaning should be inferred from the value and structure of this unique identifier - do not parse or interpret it. This property is accessible even if Entity.isValid is false.
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is只读
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is只读
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is只读
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is只读
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is实验性
isWhether the entity is sneaking - that is, moving more slowly and more quietly.
无法在只读模式下修改此属性,详见 WorldBeforeEvents。
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is只读
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is只读
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location实验性
name可选
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scoreboard可选
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target只读
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typeIdentifier of the type of the entity - for example, 'minecraft:skeleton'. This property is accessible even if Entity.isValid is false.
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Type of effect to add to the entity.
Amount of time, in ticks, for the effect to apply. There are 20 ticks per second. Use TicksPerSecond constant to convert between ticks and seconds. The value must be within the range [0, 20000000].
可选
options: EntityEffectOptionsAdditional options for the effect.
Returns nothing if the effect was added or updated successfully. This can throw an error if the duration or amplifier are outside of the valid ranges, or if the effect does not exist.
import { DimensionLocation } from "@minecraft/server";
import { MinecraftEffectTypes } from "@minecraft/vanilla-data";
function spawnPoisonedVillager(
targetLocation: DimensionLocation
) {
const villagerType = "minecraft:villager_v2<minecraft:ageable_grow_up>";
const villager = targetLocation.dimension.spawnEntity(villagerType, targetLocation);
const duration = 20;
villager.addEffect(MinecraftEffectTypes.Poison, duration, { amplifier: 1 });
}
import { DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes, MinecraftEffectTypes } from "@minecraft/vanilla-data";
function quickFoxLazyDog(log: (message: string, status?: number) => void, targetLocation: DimensionLocation) {
const fox = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Fox, {
x: targetLocation.x + 1,
y: targetLocation.y + 2,
z: targetLocation.z + 3,
});
fox.addEffect(MinecraftEffectTypes.Speed, 10, {
amplifier: 2,
});
log("Created a fox.");
const wolf = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Wolf, {
x: targetLocation.x + 4,
y: targetLocation.y + 2,
z: targetLocation.z + 3,
});
wolf.addEffect(MinecraftEffectTypes.Slowness, 10, {
amplifier: 2,
});
wolf.isSneaking = true;
log("Created a sneaking wolf.", 1);
}
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Amount of damage to apply.
可选
options: EntityApplyDamageByProjectileOptions | EntityApplyDamageOptionsAdditional options about the source of damage, which may add additional effects or spur additional behaviors on this entity.
Whether the entity takes any damage. This can return false if the entity is invulnerable or if the damage applied is less than or equal to 0.
import { system, EntityHealthComponent, EntityComponentTypes, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function applyDamageThenHeal(
log: (message: string, status?: number) => void,
targetLocation: DimensionLocation
) {
const skelly = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Skeleton, targetLocation);
skelly.applyDamage(19); // skeletons have max damage of 20 so this is a near-death skeleton
system.runTimeout(() => {
const health = skelly.getComponent(EntityComponentTypes.Health) as EntityHealthComponent;
log("Skeleton health before heal: " + health?.currentValue);
health?.resetToMaxValue();
log("Skeleton health after heal: " + health?.currentValue);
}, 20);
}
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Impulse vector.
import { DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function applyImpulse(targetLocation: DimensionLocation) {
const zombie = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Zombie, targetLocation);
zombie.clearVelocity();
// throw the zombie up in the air
zombie.applyImpulse({ x: 0, y: 0.5, z: 0 });
}
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X direction in horizontal plane.
Z direction in horizontal plane.
Knockback strength for the horizontal vector.
Knockback strength for the vertical vector.
import { EntityQueryOptions, DimensionLocation } from "@minecraft/server";
function bounceSkeletons(targetLocation: DimensionLocation) {
const mobs = ["creeper", "skeleton", "sheep"];
// create some sample mob data
for (let i = 0; i < 10; i++) {
targetLocation.dimension.spawnEntity(mobs[i % mobs.length], targetLocation);
}
const eqo: EntityQueryOptions = {
type: "skeleton",
};
for (const entity of targetLocation.dimension.getEntities(eqo)) {
entity.applyKnockback(0, 0, 0, 1);
}
}
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Sets the current velocity of the Entity to zero. Note that this method may not have an impact on Players.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function applyImpulse(targetLocation: DimensionLocation) {
const zombie = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Zombie, targetLocation);
zombie.clearVelocity();
// throw the zombie up in the air
zombie.applyImpulse({ x: 0, y: 0.5, z: 0 });
}
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可选
useEffects: booleanWhether to show any visual effects connected to the extinguishing.
Returns whether the entity was on fire.
Extinguishes the fire if the entity is on fire. Note that you can call getComponent('minecraft:onfire') and, if present, the entity is on fire.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { system, EntityOnFireComponent, EntityComponentTypes, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function setOnFire(log: (message: string, status?: number) => void, targetLocation: DimensionLocation) {
const skelly = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Skeleton, targetLocation);
skelly.setOnFire(20, true);
system.runTimeout(() => {
const onfire = skelly.getComponent(EntityComponentTypes.OnFire) as EntityOnFireComponent;
log(onfire?.onFireTicksRemaining + " fire ticks remaining.");
skelly.extinguishFire(true);
log("Never mind. Fire extinguished.");
}, 20);
}
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可选
options: BlockRaycastOptionsAdditional configuration options for the ray cast.
Returns the first intersecting block from the direction that this entity is looking at.
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The identifier of the component (e.g., 'minecraft:health'). If no namespace prefix is specified, 'minecraft:' is assumed. Available component IDs can be found as part of the EntityComponentTypes enum.
Returns the component if it exists on the entity, otherwise undefined.
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Returns all components that are both present on this entity and supported by the API.
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Returns the total size, in bytes, of all the dynamic properties that are currently stored for this entity. This includes the size of both the key and the value. This can be useful for diagnosing performance warning signs - if, for example, an entity has many megabytes of associated dynamic properties, it may be slow to load on various devices.
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The effect identifier.
Effect object for the specified effect, undefined if the effect is not present, or throws an error if the effect does not exist.
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可选
options: EntityRaycastOptionsAdditional configuration options for the ray cast.
Returns a set of entities from the direction that this entity is looking at.
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The entity Property identifier.
Returns the current property value. For enum properties, a string is returned. For float and int properties, a number is returned. For undefined properties, undefined is returned.
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Returns the current velocity vector of the entity.
import { system, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function getFireworkVelocity(
log: (message: string, status?: number) => void,
targetLocation: DimensionLocation
) {
const fireworkRocket = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.FireworksRocket, targetLocation);
system.runTimeout(() => {
const velocity = fireworkRocket.getVelocity();
log("Velocity of firework is: (x: " + velocity.x + ", y:" + velocity.y + ", z:" + velocity.z + ")");
}, 5);
}
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The target location that this entity should face/look towards.
Sets the rotation of the entity to face a target location. Both pitch and yaw will be set, if applicable, such as for mobs where the pitch controls the head tilt and the yaw controls the body rotation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
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The query to perform the match against.
Returns true if the entity matches the criteria in the passed in EntityQueryOptions, otherwise it returns false.
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The animation identifier. e.g. animation.creeper.swelling
可选
options: PlayAnimationOptionsAdditional options to control the playback and transitions of the animation.
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Immediately removes the entity from the world. The removed entity will not perform a death animation or drop loot upon removal.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
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The effect identifier.
Returns true if the effect has been removed. Returns false if the effect is not found or does not exist.
Removes the specified EffectType on the entity, or returns false if the effect is not present.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
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The Entity Property identifier.
Returns the default property value. For enum properties, a string is returned. For float and int properties, a number is returned. For undefined properties, undefined is returned.
Resets an Entity Property back to its default value, as specified in the Entity's definition. This property change is not applied until the next tick.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
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The command string. Note: This should not include a leading forward slash.
A command result containing whether the command was successful.
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Command to run. Note that command strings should not start with slash.
For commands that return data, returns a JSON structure with command response values.
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The property identifier.
可选
value: Data value of the property to set.
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Length of time to set the entity on fire.
可选
useEffects: booleanWhether side-effects should be applied (e.g. thawing freeze) and other conditions such as rain or fire protection should be taken into consideration.
Whether the entity was set on fire. This can fail if seconds is less than or equal to zero, the entity is wet or the entity is immune to fire.
Sets an entity on fire (if it is not in water or rain). Note that you can call getComponent('minecraft:onfire') and, if present, the entity is on fire.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { system, EntityOnFireComponent, EntityComponentTypes, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function setOnFire(log: (message: string, status?: number) => void, targetLocation: DimensionLocation) {
const skelly = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Skeleton, targetLocation);
skelly.setOnFire(20, true);
system.runTimeout(() => {
const onfire = skelly.getComponent(EntityComponentTypes.OnFire) as EntityOnFireComponent;
log(onfire?.onFireTicksRemaining + " fire ticks remaining.");
skelly.extinguishFire(true);
log("Never mind. Fire extinguished.");
}, 20);
}
实验性
The Entity Property identifier.
The property value. The provided type must be compatible with the type specified in the entity's definition.
Sets an Entity Property to the provided value. This property change is not applied until the next tick.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
Throws if the entity is invalid. Throws if an invalid identifier is provided. Throws if the provided value type does not match the property type. Throws if the provided value is outside the expected range (int, float properties). Throws if the provided string value does not match the set of accepted enum values (enum properties
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The x and y rotation of the entity (in degrees). For most mobs, the x rotation controls the head tilt and the y rotation controls the body rotation.
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New location for the entity.
可选
teleportOptions: TeleportOptionsOptions regarding the teleport operation.
import { system, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function teleport(targetLocation: DimensionLocation) {
const cow = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Cow, targetLocation);
system.runTimeout(() => {
cow.teleport(
{ x: targetLocation.x + 2, y: targetLocation.y + 2, z: targetLocation.z + 2 },
{
facingLocation: targetLocation,
}
);
}, 20);
}
import { system, DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function teleportMovement(targetLocation: DimensionLocation) {
const pig = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Pig, targetLocation);
let inc = 1;
const runId = system.runInterval(() => {
pig.teleport(
{ x: targetLocation.x + inc / 4, y: targetLocation.y + inc / 4, z: targetLocation.z + inc / 4 },
{
facingLocation: targetLocation,
}
);
if (inc > 100) {
system.clearRun(runId);
}
inc++;
}, 4);
}
实验性
Name of the entity type event to trigger. If a namespace is not specified, minecraft: is assumed.
Triggers an entity type event. For every entity, a number of events are defined in an entities' definition for key entity behaviors; for example, creepers have a minecraft:start_exploding type event.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
// A function that spawns a creeper and triggers it to explode immediately
import { DimensionLocation } from '@minecraft/server';
import { MinecraftEntityTypes } from '@minecraft/vanilla-data';
function spawnExplodingCreeper(location: DimensionLocation) {
const creeper = location.dimension.spawnEntity(MinecraftEntityTypes.Creeper, location);
creeper.triggerEvent('minecraft:start_exploding_forced');
}
import { DimensionLocation } from "@minecraft/server";
import { MinecraftEntityTypes } from "@minecraft/vanilla-data";
function triggerEvent(targetLocation: DimensionLocation) {
const creeper = targetLocation.dimension.spawnEntity(MinecraftEntityTypes.Creeper, targetLocation);
creeper.triggerEvent("minecraft:start_exploding_forced");
}
实验性
Location to teleport the entity to.
可选
teleportOptions: TeleportOptionsOptions regarding the teleport operation.
Returns whether the teleport succeeded. This can fail if the destination chunk is unloaded or if the teleport would result in intersecting with blocks.
Attempts to try a teleport, but may not complete the teleport operation (for example, if there are blocks at the destination.)
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
Represents the state of an entity (a mob, the player, or other moving objects like minecarts) in the world.