Animals
Ageable
¶
Ageable(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: Creature
Base class for ageable mob entities.
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
AbstractHorse
¶
AbstractHorse(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: Ageable
Abstract base class for horse-type entities.
owner_uuid
property
¶
is_tame
property
¶
is_tame: bool
Whether the horse has been tamed by a player.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if tamed, False if wild. |
is_saddled
property
¶
is_saddled: bool
Whether the horse is currently equipped with a saddle.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if saddled, False otherwise. |
has_bred
property
¶
has_bred: bool
Whether the horse has been bred at least once.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if it has bred, False otherwise. |
is_eating
property
¶
is_eating: bool
Whether the horse is currently eating.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if eating, False otherwise. |
is_rearing
property
¶
is_rearing: bool
Whether the horse is rearing up on its hind legs.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if rearing, False otherwise. |
is_mouth_open
property
¶
is_mouth_open: bool
Whether the horse's mouth is currently open.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if mouth open, False otherwise. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
ChestedHorse
¶
ChestedHorse(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: AbstractHorse
Base class for horse entities that can carry chests.
has_chest
property
¶
has_chest: bool
Whether the horse is currently equipped with a chest.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if carrying a chest, False otherwise. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
owner_uuid
property
¶
is_tame
property
¶
is_tame: bool
Whether the horse has been tamed by a player.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if tamed, False if wild. |
is_saddled
property
¶
is_saddled: bool
Whether the horse is currently equipped with a saddle.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if saddled, False otherwise. |
has_bred
property
¶
has_bred: bool
Whether the horse has been bred at least once.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if it has bred, False otherwise. |
is_eating
property
¶
is_eating: bool
Whether the horse is currently eating.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if eating, False otherwise. |
is_rearing
property
¶
is_rearing: bool
Whether the horse is rearing up on its hind legs.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if rearing, False otherwise. |
is_mouth_open
property
¶
is_mouth_open: bool
Whether the horse's mouth is currently open.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if mouth open, False otherwise. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Pig
¶
Pig(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: Ageable
Pig entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for pigs. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the pig. |
has_saddle
property
¶
has_saddle: bool
Whether the pig is equipped with a saddle for riding.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if saddled, False otherwise. |
boost_time
property
¶
boost_time: int
Total time remaining for carrot on stick boost effect.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Boost time in ticks, 0 if not boosting. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Sheep
¶
Sheep(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: Ageable
Sheep entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for sheep. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the sheep. |
color
property
¶
color: int
The wool color of the sheep.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Color ID matching dye damage values (0-15). |
is_sheared
property
¶
is_sheared: bool
Whether the sheep has been sheared and is growing wool back.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if recently sheared, False if wool has grown back. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Cow
¶
Cow(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: Ageable
Cow entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for cows. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the cow. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Chicken
¶
Chicken(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: Ageable
Chicken entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for chickens. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the chicken. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Rabbit
¶
Rabbit(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: Ageable
Rabbit entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for rabbits. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the rabbit. |
rabbit_type
property
¶
rabbit_type: int
The visual variant type of the rabbit.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Rabbit type ID determining appearance and behavior. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
PolarBear
¶
PolarBear(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: Ageable
Polar Bear entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for polar bears. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the polar bear. |
is_standing_up
property
¶
is_standing_up: bool
Whether the polar bear is standing on its hind legs.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if standing up, False if on all fours. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
MushroomCow
¶
MushroomCow(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: Ageable
Mooshroom entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for mooshrooms. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the mooshroom. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Horse
¶
Horse(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: AbstractHorse
Horse entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for horses. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the horse. |
variant
property
¶
variant: int
The visual variant combining color and markings.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Variant ID determining the horse's appearance. |
armor_type
property
¶
armor_type: int
The type of armor currently equipped on the horse.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Armor type (0: none, 1: iron, 2: gold, 3: diamond). |
armor_item
property
¶
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
owner_uuid
property
¶
is_tame
property
¶
is_tame: bool
Whether the horse has been tamed by a player.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if tamed, False if wild. |
is_saddled
property
¶
is_saddled: bool
Whether the horse is currently equipped with a saddle.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if saddled, False otherwise. |
has_bred
property
¶
has_bred: bool
Whether the horse has been bred at least once.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if it has bred, False otherwise. |
is_eating
property
¶
is_eating: bool
Whether the horse is currently eating.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if eating, False otherwise. |
is_rearing
property
¶
is_rearing: bool
Whether the horse is rearing up on its hind legs.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if rearing, False otherwise. |
is_mouth_open
property
¶
is_mouth_open: bool
Whether the horse's mouth is currently open.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if mouth open, False otherwise. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
ZombieHorse
¶
ZombieHorse(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: AbstractHorse
Zombie Horse entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for zombie horses. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the zombie horse. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
owner_uuid
property
¶
is_tame
property
¶
is_tame: bool
Whether the horse has been tamed by a player.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if tamed, False if wild. |
is_saddled
property
¶
is_saddled: bool
Whether the horse is currently equipped with a saddle.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if saddled, False otherwise. |
has_bred
property
¶
has_bred: bool
Whether the horse has been bred at least once.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if it has bred, False otherwise. |
is_eating
property
¶
is_eating: bool
Whether the horse is currently eating.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if eating, False otherwise. |
is_rearing
property
¶
is_rearing: bool
Whether the horse is rearing up on its hind legs.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if rearing, False otherwise. |
is_mouth_open
property
¶
is_mouth_open: bool
Whether the horse's mouth is currently open.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if mouth open, False otherwise. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
SkeletonHorse
¶
SkeletonHorse(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: AbstractHorse
Skeleton Horse entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for skeleton horses. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the skeleton horse. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
owner_uuid
property
¶
is_tame
property
¶
is_tame: bool
Whether the horse has been tamed by a player.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if tamed, False if wild. |
is_saddled
property
¶
is_saddled: bool
Whether the horse is currently equipped with a saddle.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if saddled, False otherwise. |
has_bred
property
¶
has_bred: bool
Whether the horse has been bred at least once.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if it has bred, False otherwise. |
is_eating
property
¶
is_eating: bool
Whether the horse is currently eating.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if eating, False otherwise. |
is_rearing
property
¶
is_rearing: bool
Whether the horse is rearing up on its hind legs.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if rearing, False otherwise. |
is_mouth_open
property
¶
is_mouth_open: bool
Whether the horse's mouth is currently open.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if mouth open, False otherwise. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Donkey
¶
Donkey(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: ChestedHorse
Donkey entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for donkeys. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the donkey. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
owner_uuid
property
¶
is_tame
property
¶
is_tame: bool
Whether the horse has been tamed by a player.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if tamed, False if wild. |
is_saddled
property
¶
is_saddled: bool
Whether the horse is currently equipped with a saddle.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if saddled, False otherwise. |
has_bred
property
¶
has_bred: bool
Whether the horse has been bred at least once.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if it has bred, False otherwise. |
is_eating
property
¶
is_eating: bool
Whether the horse is currently eating.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if eating, False otherwise. |
is_rearing
property
¶
is_rearing: bool
Whether the horse is rearing up on its hind legs.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if rearing, False otherwise. |
is_mouth_open
property
¶
is_mouth_open: bool
Whether the horse's mouth is currently open.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if mouth open, False otherwise. |
has_chest
property
¶
has_chest: bool
Whether the horse is currently equipped with a chest.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if carrying a chest, False otherwise. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Llama
¶
Llama(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: ChestedHorse
Llama entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for llamas. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the llama. |
strength
property
¶
strength: int
Number of columns of inventory slots when chest is equipped.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Inventory strength (columns of 3 slots each). |
carpet_color
property
¶
carpet_color: int
The color of carpet decoration on the llama.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Carpet color ID matching dye colors, or -1 if no carpet. |
variant
property
¶
variant: int
The visual variant of the llama.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Variant ID (0: creamy, 1: white, 2: brown, 3: gray). |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
owner_uuid
property
¶
is_tame
property
¶
is_tame: bool
Whether the horse has been tamed by a player.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if tamed, False if wild. |
is_saddled
property
¶
is_saddled: bool
Whether the horse is currently equipped with a saddle.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if saddled, False otherwise. |
has_bred
property
¶
has_bred: bool
Whether the horse has been bred at least once.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if it has bred, False otherwise. |
is_eating
property
¶
is_eating: bool
Whether the horse is currently eating.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if eating, False otherwise. |
is_rearing
property
¶
is_rearing: bool
Whether the horse is rearing up on its hind legs.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if rearing, False otherwise. |
is_mouth_open
property
¶
is_mouth_open: bool
Whether the horse's mouth is currently open.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if mouth open, False otherwise. |
has_chest
property
¶
has_chest: bool
Whether the horse is currently equipped with a chest.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if carrying a chest, False otherwise. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Mule
¶
Mule(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: ChestedHorse
Mule entity.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for mules. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the mule. |
air
property
¶
air: int
Remaining air ticks.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of air ticks remaining before drowning |
custom_name
property
¶
is_custom_name_visible
property
¶
is_custom_name_visible: bool
Whether custom name is visible above entity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if custom name should be displayed above the entity |
is_silent
property
¶
is_silent: bool
Whether entity makes sounds.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is silent and won't produce sounds |
no_gravity
property
¶
no_gravity: bool
Whether entity is affected by gravity.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity ignores gravity effects |
max_health
property
¶
max_health: float
Maximum health attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Maximum health points for this entity |
movement_speed
property
¶
movement_speed: float
Movement speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Movement speed multiplier for this entity |
armor
property
¶
armor: float
Armor attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Armor points providing damage reduction |
attack_speed
property
¶
attack_speed: float
Attack speed attribute value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Attack speed multiplier for this entity |
on_fire
property
¶
on_fire: bool
Whether entity is on fire (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently on fire |
crouched
property
¶
crouched: bool
Whether entity is crouching (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is in crouching state |
sprinting
property
¶
sprinting: bool
Whether entity is sprinting (bit 3).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently sprinting |
invisible
property
¶
invisible: bool
Whether entity is invisible (bit 5).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has invisibility effect active |
glowing
property
¶
glowing: bool
Whether entity is glowing (bit 6).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has glowing outline effect |
flying_with_elytra
property
¶
flying_with_elytra: bool
Whether entity is flying with elytra (bit 7).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is gliding with elytra wings |
equipment
property
¶
has_equipment
property
¶
has_equipment: bool
Check if the entity has any equipment.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity has equipment, False otherwise. |
hand_states
property
¶
hand_states: int
Hand state bit mask.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Bit mask containing hand usage states |
health
property
¶
health: float
Current health value.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Current health points remaining |
potion_effect_color
property
¶
potion_effect_color: int
Potion effect particle color.
| RETURNS | DESCRIPTION |
|---|---|
int
|
RGB color value for potion effect particles |
is_potion_effect_ambient
property
¶
is_potion_effect_ambient: bool
Whether potion effect is ambient.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if potion effect particles are ambient (less visible) |
arrows_in_entity
property
¶
arrows_in_entity: int
Number of arrows stuck in entity.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of arrows visually stuck in the entity |
is_hand_active
property
¶
is_hand_active: bool
Whether hand is active (using item).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity is currently using an item with their hand |
active_hand
property
¶
active_hand: int
Which hand is active (0=main, 1=off).
| RETURNS | DESCRIPTION |
|---|---|
int
|
Hand index: 0 for main hand, 1 for off-hand |
no_ai
property
¶
no_ai: bool
Whether AI is disabled (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity's AI behavior is disabled |
left_handed
property
¶
left_handed: bool
Whether entity is left-handed (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if entity prefers using left hand for actions |
is_baby
property
¶
is_baby: bool
Whether the entity is currently in baby form.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the entity is a baby, False if adult. |
owner_uuid
property
¶
is_tame
property
¶
is_tame: bool
Whether the horse has been tamed by a player.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if tamed, False if wild. |
is_saddled
property
¶
is_saddled: bool
Whether the horse is currently equipped with a saddle.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if saddled, False otherwise. |
has_bred
property
¶
has_bred: bool
Whether the horse has been bred at least once.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if it has bred, False otherwise. |
is_eating
property
¶
is_eating: bool
Whether the horse is currently eating.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if eating, False otherwise. |
is_rearing
property
¶
is_rearing: bool
Whether the horse is rearing up on its hind legs.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if rearing, False otherwise. |
is_mouth_open
property
¶
is_mouth_open: bool
Whether the horse's mouth is currently open.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if mouth open, False otherwise. |
has_chest
property
¶
has_chest: bool
Whether the horse is currently equipped with a chest.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if carrying a chest, False otherwise. |