// A function that applies damage and then heals the entity import { Entity, EntityComponentTypes, system, world } from'@minecraft/server';
functionapplyDamageAndHeal(entity: Entity) { entity.applyDamage(19); // Many mobs have max damage of 20 so this is a near-death mob
system.runTimeout(() => { consthealth = entity.getComponent(EntityComponentTypes.Health); if (health) { world.sendMessage(`Entity health before heal: ${health.currentValue}`);
health.resetToMaxValue();
world.sendMessage(`Entity after before heal: ${health.currentValue}`); } else { console.warn('Entity does not have health component'); } }, 40); // Run in a few seconds (40 ticks) }
Returns whether the component is valid. A component is
considered valid if its owner is valid, in addition to any
addition to any additional validation required by the
component.
resetToDefaultValue
resetToDefaultValue():void
Returns void
Remarks
Resets the current value of this attribute to the defined
default value.
This function can't be called in read-only mode.
Throws
This function can throw errors.
resetToMaxValue
resetToMaxValue():void
Returns void
Remarks
Resets the current value of this attribute to the maximum
defined value.
This function can't be called in read-only mode.
Throws
This function can throw errors.
resetToMinValue
resetToMinValue():void
Returns void
Remarks
Resets the current value of this attribute to the minimum
defined value.
This function can't be called in read-only mode.
Throws
This function can throw errors.
setCurrentValue
setCurrentValue(value:number):boolean
Parameters
value: number
Returns boolean
Remarks
Sets the current value of this attribute. The provided value
will be clamped to the range of this attribute.
Defines the health properties of an entity.
Example: applyDamageThenHeal.ts
Example: healthDisplay.js