实验性
只读
实验性
camera只读
预览版
实验性
client只读
实验性
dimension只读
实验性
head只读
实验性
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.
只读
实验性
input只读
实验性
input只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
is只读
实验性
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。
实验性
is只读
实验性
is只读
实验性
level只读
实验性
location只读
实验性
name实验性
name只读
实验性
on可选
只读
实验性
scoreboard实验性
selected无法在只读模式下修改此属性,详见 WorldBeforeEvents。
可选
只读
实验性
target只读
实验性
total只读
实验性
typeIdentifier of the type of the entity - for example, 'minecraft:skeleton'. This property is accessible even if Entity.isValid is false.
只读
实验性
xp实验性
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);
}
实验性
Amount of experience to add. Note that this can be negative. Min/max bounds at -2^24 ~ 2^24
Returns the current experience of the Player.
Adds/removes experience to/from the Player and returns the current experience of the Player.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Amount to add to the player. Min/max bounds at -2^24 ~ 2^24
Returns the current level of the Player.
Adds/removes level to/from the Player and returns the current level of the Player.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
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);
}
实验性
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 });
}
实验性
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);
}
}
实验性
Causes the simulated player to make an attack 'swipe'. Returns true if the attack was performed - for example, the player was not on cooldown and had a valid target. Target selection is performed by raycasting from the player's head.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Causes the simulated player to attack the provided target. Returns true if the attack was performed - for example, the player was not on cooldown and had a valid target. The attack can be performed at any distance and does not require line of sight to the target entity.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Destroys the block at blockLocation, respecting the rules of the server player's game mode. The block will be hit until broken, an item is used or stopBreakingBlock is called. Returns true if the block at blockLocation is solid.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
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 });
}
实验性
Simulates and performs a disconnection of the simulated player from the world.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
The item to eat.
Eats an item, providing the item's hunger and saturation effects to the player. Can only be used on food items.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
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);
}
实验性
Causes the simulated player to start flying as though they were flying in creative mode. For flying with Elytra, see function glide.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
options: BlockRaycastOptionsAdditional configuration options for the ray cast.
Returns the first intersecting block from the direction that this entity is looking at.
实验性
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.
实验性
Returns all components that are both present on this entity and supported by the API.
实验性
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.
实验性
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.
实验性
可选
options: EntityRaycastOptionsAdditional configuration options for the ray cast.
Returns a set of entities from the direction that this entity is looking at.
实验性
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.
实验性
实验性
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);
}
实验性
Item to give.
可选
selectSlot: booleanWhether to set the selected slot once given.
实验性
Returns true if the simulated player begins to glide. Returns false if the player is already gliding, or the player does not have Elytra equipped, is in water or is on the ground.
Causes the simulated player to start gliding. Elytra must be equipped and the player must be in the air.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Performs a raycast from the player’s head and interacts with the first intersected block or entity. Returns true if the interaction was successful. Maximum range is 6 blocks.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Causes the simulated player to interact with a block. The block at the specified block location must be solid. Returns true if the interaction was performed.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Entity to interact with.
Causes the simulated player to interact with a mob. Returns true if the interaction was performed.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
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。
实验性
可选
duration: LookDurationRotates the simulated player's head/body to look at the given block location.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
duration: LookDurationRotates the simulated player's head/body to look at the given entity.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
duration: LookDurationRotates the simulated player's head/body to look at the given location.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
The query to perform the match against.
Returns true if the entity matches the criteria in the passed in EntityQueryOptions, otherwise it returns false.
实验性
可选
speed: numberOrders the simulated player to walk in the given direction relative to the GameTest.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
speed: numberOrders the simulated player to walk in the given direction relative to the player's current rotation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
options: MoveToOptionsOrders the simulated player to move to the given block location in a straight line. If a move or navigation is already playing, this will override the last move/navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
options: MoveToOptionsOrders the simulated player to move to the given location in a straight line. If a move or navigation is already playing, this will override the last move/navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
speed: numberOrders the simulated player to move to a specific block location using navigation. If a move or navigation is already playing, this will override the last move/walk. Note that if the simulated player gets stuck, that simulated player will stop. The player must be touching the ground in order to start navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
speed: numberWill use navigation to follow the selected entity to within a one block radius. If a move or navigation is already playing, this will override the last move/navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
speed: numberOrders the simulated player to move to a specific location using navigation. If a move or navigation is already playing, this will override the last move/walk. Note that if the simulated player gets stuck, that simulated player will stop. The player must be touching the ground in order to start navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
A list of locations to use for routing.
可选
speed: numberNet speed to use for doing the navigation.
Use navigation to follow the route provided via the locations parameter. If a move or navigation is already playing, this will override the last move/navigation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
The animation identifier. e.g. animation.creeper.swelling
可选
options: PlayAnimationOptionsAdditional options to control the playback and transitions of the animation.
实验性
Identifier of the music track to play.
可选
musicOptions: MusicOptionsAdditional options for the music track.
Plays a music track that only this particular player can hear.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
可选
soundOptions: PlayerSoundOptionsAdditional optional options for the sound.
import { world, MusicOptions, WorldSoundOptions, PlayerSoundOptions, DimensionLocation } from "@minecraft/server";
function playMusicAndSound(targetLocation: DimensionLocation) {
const players = world.getPlayers();
const musicOptions: MusicOptions = {
fade: 0.5,
loop: true,
volume: 1.0,
};
world.playMusic("music.menu", musicOptions);
const worldSoundOptions: WorldSoundOptions = {
pitch: 0.5,
volume: 4.0,
};
world.playSound("ambient.weather.thunder", targetLocation, worldSoundOptions);
const playerSoundOptions: PlayerSoundOptions = {
pitch: 1.0,
volume: 1.0,
};
players[0].playSound("bucket.fill_water", playerSoundOptions);
}
实验性
This is an internal-facing method for posting a system message to downstream clients.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Identifier of the music track to play.
可选
musicOptions: MusicOptionsAdditional options for the music track.
Queues an additional music track that only this particular player can hear. If a track is not playing, a music track will play.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
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。
实验性
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。
实验性
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。
实验性
Causes the simulated player to turn by the provided angle, relative to the player's current rotation.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
The command string. Note: This should not include a leading forward slash.
A command result containing whether the command was successful.
实验性
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.
实验性
The message to be displayed.
This method can throw if the provided RawMessage is
in an invalid format. For example, if an empty name
string
is provided to score
.
import { world, DimensionLocation } from "@minecraft/server";
function nestedTranslation(targetLocation: DimensionLocation) {
// Displays "Apple or Coal"
const rawMessage = {
translate: "accessibility.list.or.two",
with: { rawtext: [{ translate: "item.apple.name" }, { translate: "item.coal.name" }] },
};
world.sendMessage(rawMessage);
}
import { world, DimensionLocation } from "@minecraft/server";
function scoreWildcard(targetLocation: DimensionLocation) {
// Displays the player's score for objective "obj". Each player will see their own score.
const rawMessage = { score: { name: "*", objective: "obj" } };
world.sendMessage(rawMessage);
}
import { world, DimensionLocation } from "@minecraft/server";
function sendPlayerMessages(targetLocation: DimensionLocation) {
for (const player of world.getAllPlayers()) {
// Displays "First or Second"
const rawMessage = { translate: "accessibility.list.or.two", with: ["First", "Second"] };
player.sendMessage(rawMessage);
// Displays "Hello, world!"
player.sendMessage("Hello, world!");
// Displays "Welcome, Amazing Player 1!"
player.sendMessage({ translate: "authentication.welcome", with: ["Amazing Player 1"] });
// Displays the player's score for objective "obj". Each player will see their own score.
const rawMessageWithScore = { score: { name: "*", objective: "obj" } };
player.sendMessage(rawMessageWithScore);
// Displays "Apple or Coal"
const rawMessageWithNestedTranslations = {
translate: "accessibility.list.or.two",
with: { rawtext: [{ translate: "item.apple.name" }, { translate: "item.coal.name" }] },
};
player.sendMessage(rawMessageWithNestedTranslations);
}
}
实验性
Causes the simulated player to turn to face the provided angle, relative to the GameTest.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
The property identifier.
可选
value: Data value of the property to set.
实验性
可选
gameMode: GameModeActive gamemode.
实验性
Item to set.
Slot to place the given item in.
可选
selectSlot: booleanWhether to set the selected slot once set.
实验性
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
Will change the specified players permissions, and whether they are operator or not.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
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
实验性
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.
实验性
可选
spawnPoint: DimensionLocationSets the current starting spawn point for this particular player.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Identifier of the particle to create.
The location at which to create the particle emitter.
可选
molangVariables: MolangVariableMapA set of optional, customizable variables that can be adjusted for this particle.
Creates a new particle emitter at a specified location in the world. Only visible to the target player.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
import { world, MolangVariableMap, Vector3 } from '@minecraft/server';
world.afterEvents.playerSpawn.subscribe(event => {
const targetLocation = event.player.location;
for (let i = 0; i < 100; i++) {
const molang = new MolangVariableMap();
molang.setColorRGB('variable.color', {
red: Math.random(),
green: Math.random(),
blue: Math.random()
});
const newLocation: Vector3 = {
x: targetLocation.x + Math.floor(Math.random() * 8) - 4,
y: targetLocation.y + Math.floor(Math.random() * 8) - 4,
z: targetLocation.z + Math.floor(Math.random() * 8) - 4,
};
event.player.spawnParticle('minecraft:colored_flame_particle', newLocation, molang);
}
});
实验性
可选
slot: number无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Specifies the cooldown category to retrieve the current cooldown for.
Duration in ticks of the item cooldown.
Sets the item cooldown time for a particular cooldown category.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Stops moving/walking/following if the simulated player is moving.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Stops any music tracks from playing for this particular player.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
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。
实验性
Item to use.
Causes the simulated player to use an item. Does not consume the item. Returns false if the item is on cooldown.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Index of the inventory slot.
Causes the simulated player to hold and use an item in their inventory.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Causes the simulated player to use an item in their inventory on a block. The block at the specified block location must be solid. Returns true if the item was used.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
实验性
Causes the simulated player to use an item on a block. The block at the specified block location must be solid. Returns true if the item was used.
无法在只读模式下调用此函数,详见 WorldBeforeEvents。
A simulated player can be used within GameTests to represent how a player moves throughout the world and to support testing of how entities and the environment will react to a player. This type derives much of its structure and methods from the minecraftserver.Player type. Note that many types of events that may be available for entities more broadly, such as item use events, may not fire in the same capacity for simulated players.