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Readonly
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cameraReadonly
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dimensionReadonly
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fallReadonly
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headReadonly
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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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isReadonly
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isReadonly
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isReadonly
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isReadonly
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isReadonly
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isReadonly
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isReadonly
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isReadonly
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isBeta
isBeta
isReadonly
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isReadonly
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levelReadonly
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lifetimeReadonly
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locationReadonly
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nameBeta
nameReadonly
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onOptional
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scoreboardBeta
selectedReadonly
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targetReadonly
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totalReadonly
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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].
Optional
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.
Adds or updates an effect, like poison, to the entity.
This function can't be called in read-only mode.
const villagerId = 'minecraft:villager_v2<minecraft:ageable_grow_up>';
const villagerLoc: mc.Vector3 = { x: 1, y: 2, z: 1 };
const villager = test.spawn(villagerId, villagerLoc);
const duration = 20;
villager.addEffect(EffectTypes.get('poison'), duration, { amplifier: 1 });
const overworld = mc.world.getDimension("overworld");
const fox = overworld.spawnEntity("minecraft:fox", {
x: targetLocation.x + 1,
y: targetLocation.y + 2,
z: targetLocation.z + 3,
});
fox.addEffect("speed", 10, {
amplifier: 2,
});
log("Created a fox.");
const wolf = overworld.spawnEntity("minecraft:wolf", {
x: targetLocation.x + 4,
y: targetLocation.y + 2,
z: targetLocation.z + 3,
});
wolf.addEffect("slowness", 10, {
amplifier: 2,
});
wolf.isSneaking = true;
log("Created a sneaking wolf.", 1);
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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.
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Amount to add to the player. Min/max bounds at -2^24 ~ 2^24
Returns the current level of the Player.
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Content of the tag to add. The tag must be less than 256 characters.
Returns true if the tag was added successfully. This can fail if the tag already exists on the entity.
let mobs = ["creeper", "skeleton", "sheep"];
// create some sample mob data
for (let i = 0; i < 10; i++) {
let mobTypeId = mobs[i % mobs.length];
let entity = overworld.spawnEntity(mobTypeId, targetLocation);
entity.addTag("mobparty." + mobTypeId);
}
let eqo: mc.EntityQueryOptions = {
tags: ["mobparty.skeleton"],
};
for (let entity of overworld.getEntities(eqo)) {
entity.kill();
}
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Amount of damage to apply.
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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.
const skelly = overworld.spawnEntity("minecraft:skeleton", targetLocation);
skelly.applyDamage(19); // skeletons have max damage of 20 so this is a near-death skeleton
mc.system.runTimeout(() => {
let health = skelly.getComponent("health") as mc.EntityHealthComponent;
log("Skeleton health before heal: " + health.currentValue);
health.resetToMaxValue();
log("Skeleton health after heal: " + health.currentValue);
}, 20);
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Impulse vector.
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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.
Applies impulse vector to the current velocity of the entity.
This function can't be called in read-only mode.
let mobs = ["creeper", "skeleton", "sheep"];
// create some sample mob data
for (let i = 0; i < 10; i++) {
overworld.spawnEntity(mobs[i % mobs.length], targetLocation);
}
let eqo: mc.EntityQueryOptions = {
type: "skeleton",
};
for (let entity of overworld.getEntities(eqo)) {
entity.applyKnockback(0, 0, 0, 1);
}
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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.
This function can't be called in read-only mode.
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Optional
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.
This function can't be called in read-only mode.
const skelly = overworld.spawnEntity("minecraft:skeleton", targetLocation);
skelly.setOnFire(20, true);
mc.system.runTimeout(() => {
let onfire = skelly.getComponent("onfire") as mc.EntityOnFireComponent;
log(onfire.onFireTicksRemaining + " fire ticks remaining.");
skelly.extinguishFire(true);
log("Never mind. Fire extinguished.");
}, 20);
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Optional
options: BlockRaycastOptionsAdditional configuration options for the ray cast.
Returns the first intersecting block from the direction that this entity is looking at.
const blockHit = entity.getBlockFromViewDirection();
if (blockHit) {
console.log("Block Hit:");
console.log("Block:", blockHit.block);
console.log("Face:", blockHit.face);
console.log("Face Location:", JSON.stringify(blockHit.faceLocation));
} else {
console.log("No block in view direction.");
}
import { BlockPermutation, world } from "@minecraft/server";
const entity = world
.getDimension("overworld")
.spawnEntity("minecraft:fox", { x: 0, y: 0, z: 0 });
const blockHit = entity.getBlockFromViewDirection();
if (blockHit) {
blockHit.block.setPermutation(
BlockPermutation.resolve("minecraft:bedrock")
);
} else {
console.log("No block in view direction.");
}
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The identifier of the component (e.g., 'minecraft:rideable') to retrieve. If no namespace prefix is specified, 'minecraft:' is assumed. If the component is not present on the entity, undefined is returned.
Returns the component if it exists on the entity, otherwise undefined.
const getEntityHealthComponent = entity.getComponent("health");
getEntityHealthComponent.currentValue;
getEntityHealthComponent.defaultValue;
getEntityHealthComponent.effectiveMax;
getEntityHealthComponent.effectiveMin;
getEntityHealthComponent.resetToDefaultValue();
getEntityHealthComponent.resetToMaxValue();
getEntityHealthComponent.resetToMinValue();
getEntityHealthComponent.setCurrentValue(100); // Assuming 100 as an example value
// Custom function to check if the health attribute is within a valid range
function isValidHealthValue(value) {
return (
value >= getEntityHealthComponent.effectiveMin &&
value <= getEntityHealthComponent.effectiveMax
);
}
// Example usage of the custom isValidHealthValue function
const newHealthValue = 80;
if (isValidHealthValue(newHealthValue)) {
getEntityHealthComponent.setCurrentValue(newHealthValue);
}
const getEntityInventoryComponent = entity.getComponent("inventory");
getEntityInventoryComponent.additionalSlotsPerStrength;
getEntityInventoryComponent.canBeSiphonedFrom;
const inventoryContainer = getEntityInventoryComponent.container;
getEntityInventoryComponent.containerType;
getEntityInventoryComponent.inventorySize;
getEntityInventoryComponent.private;
getEntityInventoryComponent.restrictToOwner;
getEntityInventoryComponent.isValid();
// Custom function to add an item to the inventory
function addItemToInventory(itemStack) {
return inventoryContainer.addItem(itemStack);
}
// Custom function to move an item within the inventory
function moveItemWithinInventory(fromSlot, toSlot) {
inventoryContainer.moveItem(fromSlot, toSlot, inventoryContainer);
}
// Custom function to transfer an item from inventory to another container
function transferItemToContainer(fromSlot, targetContainer) {
return inventoryContainer.transferItem(fromSlot, targetContainer);
}
// Example usage of the custom functions
const newItemStack = new ItemStack("apple", 10); // Assuming "apple" is a valid item
const addedItem = addItemToInventory(newItemStack);
if (addedItem) {
console.log("Item added to inventory:", addedItem);
}
const sourceSlot = 2;
const destinationSlot = 5;
moveItemWithinInventory(sourceSlot, destinationSlot);
const targetContainer = someOtherContainer; // Assuming 'someOtherContainer' is an instance of another container
const transferredItem = transferItemToContainer(0, targetContainer);
if (transferredItem) {
console.log("Item transferred to another container:", transferredItem);
}
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Returns all components that are both present on this entity and supported by the API.
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The property identifier.
Returns the value for the property, or undefined if the property has not been set.
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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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Optional
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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Specifies the cooldown category to retrieve the current cooldown for.
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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.
const fireworkRocket = overworld.spawnEntity("minecraft:fireworks_rocket", targetLocation);
mc.system.runTimeout(() => {
let velocity = fireworkRocket.getVelocity();
log("Velocity of firework is: (x: " + velocity.x + ", y:" + velocity.y + ", z:" + velocity.z + ")");
}, 5);
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Item to give.
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selectSlot: booleanWhether to set the selected slot once given.
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The identifier of the component (e.g., 'minecraft:rideable') to retrieve. If no namespace prefix is specified, 'minecraft:' is assumed.
Returns true if the specified component is present on this entity.
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Returns true if entity can be killed (even if it is already dead), otherwise it returns false.
Kills this entity. The entity will drop loot as normal.
This function can't be called in read-only mode.
let mobs = ["creeper", "skeleton", "sheep"];
// create some sample mob data
for (let i = 0; i < 10; i++) {
let mobTypeId = mobs[i % mobs.length];
let entity = overworld.spawnEntity(mobTypeId, targetLocation);
entity.addTag("mobparty." + mobTypeId);
}
let eqo: mc.EntityQueryOptions = {
tags: ["mobparty.skeleton"],
};
for (let entity of overworld.getEntities(eqo)) {
entity.kill();
}
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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.
This function can't be called in read-only mode.
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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.
This function can't be called in read-only mode.
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A list of locations to use for routing.
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speed: numberNet speed to use for doing the navigation.
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The animation identifier. e.g. animation.creeper.swelling
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options: PlayAnimationOptionsAdditional options to control the playback and transitions of the animation.
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Identifier of the sound to play.
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soundOptions: PlayerSoundOptionsAdditional optional options for the sound.
Plays a sound that only this particular player can hear.
This function can't be called in read-only mode.
let players = mc.world.getPlayers();
const musicOptions: mc.MusicOptions = {
fade: 0.5,
loop: true,
volume: 1.0,
};
mc.world.playMusic("music.menu", musicOptions);
const worldSoundOptions: mc.WorldSoundOptions = {
pitch: 0.5,
volume: 4.0,
};
mc.world.playSound("ambient.weather.thunder", targetLocation, worldSoundOptions);
const playerSoundOptions: mc.PlayerSoundOptions = {
pitch: 1.0,
volume: 1.0,
};
players[0].playSound("bucket.fill_water", playerSoundOptions);
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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.
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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.
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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 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
.
// Displays "Apple or Coal"
let rawMessage = {
translate: "accessibility.list.or.two",
with: { rawtext: [{ translate: "item.apple.name" }, { translate: "item.coal.name" }] },
};
player.sendMessage(rawMessage);
// Displays the player's score for objective "obj". Each player will see their own score.
const rawMessage = { score: { name: "*", objective: "obj" } };
world.sendMessage(rawMessage);
let players = mc.world.getPlayers();
players[0].sendMessage("Hello World!");
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The property identifier.
Data value of the property to set.
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Item to set.
Slot to place the given item in.
Optional
selectSlot: booleanWhether to set the selected slot once set.
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Length of time to set the entity on fire.
Optional
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.
This function can't be called in read-only mode.
const skelly = overworld.spawnEntity("minecraft:skeleton", targetLocation);
skelly.setOnFire(20, true);
mc.system.runTimeout(() => {
let onfire = skelly.getComponent("onfire") as mc.EntityOnFireComponent;
log(onfire.onFireTicksRemaining + " fire ticks remaining.");
skelly.extinguishFire(true);
log("Never mind. Fire extinguished.");
}, 20);
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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.
This function can't be called in read-only mode.
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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Optional
spawnPoint: DimensionLocationBeta
Specifies the cooldown category to retrieve the current cooldown for.
Duration in ticks of the item cooldown.
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New location for the entity.
Optional
teleportOptions: TeleportOptionsOptions regarding the teleport operation.
Teleports the selected entity to a new location
This function can't be called in read-only mode.
const pig = overworld.spawnEntity("minecraft:pig", targetLocation);
let inc = 1;
let runId = mc.system.runInterval(() => {
pig.teleport(
{ x: targetLocation.x + inc / 4, y: targetLocation.y + inc / 4, z: targetLocation.z + inc / 4 },
{
facingLocation: targetLocation,
}
);
if (inc > 100) {
mc.system.clearRun(runId);
}
inc++;
}, 4);
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Name of the entity type event to trigger. If a namespace is not specified, minecraft: is assumed.
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Location to teleport the entity to.
Optional
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.
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 @minecraft/server.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.