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Illagers

AbstractIllager

Python
AbstractIllager(
    entity_id: int,
    uuid: str,
    position: Vector3D[float],
    rotation: Rotation,
    metadata: Dict[int, Any],
)

Bases: Creature

Abstract Illager entity extending Creature.

has_target property

Python
has_target: bool

Whether illager has target (aggressive state).

RETURNS DESCRIPTION
bool

True if illager has a target (bit 0), False otherwise.

air property

Python
air: int

Remaining air ticks.

RETURNS DESCRIPTION
int

Number of air ticks remaining before drowning

custom_name property

Python
custom_name: Optional[str]

Custom name text component or None.

RETURNS DESCRIPTION
Optional[str]

Custom display name for the entity, or None if not set

is_custom_name_visible property

Python
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

Python
is_silent: bool

Whether entity makes sounds.

RETURNS DESCRIPTION
bool

True if entity is silent and won't produce sounds

no_gravity property

Python
no_gravity: bool

Whether entity is affected by gravity.

RETURNS DESCRIPTION
bool

True if entity ignores gravity effects

max_health property

Python
max_health: float

Maximum health attribute value.

RETURNS DESCRIPTION
float

Maximum health points for this entity

movement_speed property

Python
movement_speed: float

Movement speed attribute value.

RETURNS DESCRIPTION
float

Movement speed multiplier for this entity

armor property

Python
armor: float

Armor attribute value.

RETURNS DESCRIPTION
float

Armor points providing damage reduction

attack_speed property

Python
attack_speed: float

Attack speed attribute value.

RETURNS DESCRIPTION
float

Attack speed multiplier for this entity

on_fire property

Python
on_fire: bool

Whether entity is on fire (bit 0).

RETURNS DESCRIPTION
bool

True if entity is currently on fire

crouched property

Python
crouched: bool

Whether entity is crouching (bit 1).

RETURNS DESCRIPTION
bool

True if entity is in crouching state

sprinting property

Python
sprinting: bool

Whether entity is sprinting (bit 3).

RETURNS DESCRIPTION
bool

True if entity is currently sprinting

invisible property

Python
invisible: bool

Whether entity is invisible (bit 5).

RETURNS DESCRIPTION
bool

True if entity has invisibility effect active

glowing property

Python
glowing: bool

Whether entity is glowing (bit 6).

RETURNS DESCRIPTION
bool

True if entity has glowing outline effect

flying_with_elytra property

Python
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

Python
equipment: Dict[int, gui.Slot]

Get all equipment slots.

RETURNS DESCRIPTION
Dict[int, gui.Slot]

Dictionary mapping slot IDs to their equipment slots.

has_equipment property

Python
has_equipment: bool

Check if the entity has any equipment.

RETURNS DESCRIPTION
bool

True if entity has equipment, False otherwise.

hand_states property

Python
hand_states: int

Hand state bit mask.

RETURNS DESCRIPTION
int

Bit mask containing hand usage states

health property

Python
health: float

Current health value.

RETURNS DESCRIPTION
float

Current health points remaining

potion_effect_color property

Python
potion_effect_color: int

Potion effect particle color.

RETURNS DESCRIPTION
int

RGB color value for potion effect particles

is_potion_effect_ambient property

Python
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

Python
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

Python
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

Python
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

Python
no_ai: bool

Whether AI is disabled (bit 0).

RETURNS DESCRIPTION
bool

True if entity's AI behavior is disabled

left_handed property

Python
left_handed: bool

Whether entity is left-handed (bit 1).

RETURNS DESCRIPTION
bool

True if entity prefers using left hand for actions

update_metadata

Python
update_metadata(metadata: Dict[int, Any]) -> None

Update entity metadata from metadata packet.

PARAMETER DESCRIPTION
metadata

New metadata values indexed by metadata ID

TYPE: Dict[int, Any]

update_properties

Python
update_properties(
    properties: Dict[str, Dict[str, Any]],
) -> None

Update entity attributes from properties packet.

PARAMETER DESCRIPTION
properties

Attribute properties containing base values and modifiers

TYPE: Dict[str, Dict[str, Any]]

get_attribute

Python
get_attribute(key: str, default: float = 0.0) -> float

Get final attribute value.

PARAMETER DESCRIPTION
key

Attribute key name

TYPE: str

default

Default value if attribute not found.

TYPE: float DEFAULT: 0.0

RETURNS DESCRIPTION
float

Final attribute value after applying modifiers

get_metadata_value

Python
get_metadata_value(index: int, default: Any = None) -> Any

Get metadata value by index with default fallback.

PARAMETER DESCRIPTION
index

Metadata index to retrieve

TYPE: int

default

Default value if metadata not found.

TYPE: Any DEFAULT: None

RETURNS DESCRIPTION
Any

Metadata value at the specified index, or default if not found

set_equipment

Python
set_equipment(slot: gui.Slot) -> None

Set equipment in the specified slot.

RETURNS DESCRIPTION
None

SpellcasterIllager

Python
SpellcasterIllager(
    entity_id: int,
    uuid: str,
    position: Vector3D[float],
    rotation: Rotation,
    metadata: Dict[int, Any],
)

Bases: AbstractIllager

Spellcaster Illager entity extending Abstract Illager.

spell property

Python
spell: int

Current spell.

RETURNS DESCRIPTION
int

Current spell (0: none, 1: summon vex, 2: attack, 3: wololo).

air property

Python
air: int

Remaining air ticks.

RETURNS DESCRIPTION
int

Number of air ticks remaining before drowning

custom_name property

Python
custom_name: Optional[str]

Custom name text component or None.

RETURNS DESCRIPTION
Optional[str]

Custom display name for the entity, or None if not set

is_custom_name_visible property

Python
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

Python
is_silent: bool

Whether entity makes sounds.

RETURNS DESCRIPTION
bool

True if entity is silent and won't produce sounds

no_gravity property

Python
no_gravity: bool

Whether entity is affected by gravity.

RETURNS DESCRIPTION
bool

True if entity ignores gravity effects

max_health property

Python
max_health: float

Maximum health attribute value.

RETURNS DESCRIPTION
float

Maximum health points for this entity

movement_speed property

Python
movement_speed: float

Movement speed attribute value.

RETURNS DESCRIPTION
float

Movement speed multiplier for this entity

armor property

Python
armor: float

Armor attribute value.

RETURNS DESCRIPTION
float

Armor points providing damage reduction

attack_speed property

Python
attack_speed: float

Attack speed attribute value.

RETURNS DESCRIPTION
float

Attack speed multiplier for this entity

on_fire property

Python
on_fire: bool

Whether entity is on fire (bit 0).

RETURNS DESCRIPTION
bool

True if entity is currently on fire

crouched property

Python
crouched: bool

Whether entity is crouching (bit 1).

RETURNS DESCRIPTION
bool

True if entity is in crouching state

sprinting property

Python
sprinting: bool

Whether entity is sprinting (bit 3).

RETURNS DESCRIPTION
bool

True if entity is currently sprinting

invisible property

Python
invisible: bool

Whether entity is invisible (bit 5).

RETURNS DESCRIPTION
bool

True if entity has invisibility effect active

glowing property

Python
glowing: bool

Whether entity is glowing (bit 6).

RETURNS DESCRIPTION
bool

True if entity has glowing outline effect

flying_with_elytra property

Python
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

Python
equipment: Dict[int, gui.Slot]

Get all equipment slots.

RETURNS DESCRIPTION
Dict[int, gui.Slot]

Dictionary mapping slot IDs to their equipment slots.

has_equipment property

Python
has_equipment: bool

Check if the entity has any equipment.

RETURNS DESCRIPTION
bool

True if entity has equipment, False otherwise.

hand_states property

Python
hand_states: int

Hand state bit mask.

RETURNS DESCRIPTION
int

Bit mask containing hand usage states

health property

Python
health: float

Current health value.

RETURNS DESCRIPTION
float

Current health points remaining

potion_effect_color property

Python
potion_effect_color: int

Potion effect particle color.

RETURNS DESCRIPTION
int

RGB color value for potion effect particles

is_potion_effect_ambient property

Python
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

Python
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

Python
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

Python
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

Python
no_ai: bool

Whether AI is disabled (bit 0).

RETURNS DESCRIPTION
bool

True if entity's AI behavior is disabled

left_handed property

Python
left_handed: bool

Whether entity is left-handed (bit 1).

RETURNS DESCRIPTION
bool

True if entity prefers using left hand for actions

has_target property

Python
has_target: bool

Whether illager has target (aggressive state).

RETURNS DESCRIPTION
bool

True if illager has a target (bit 0), False otherwise.

update_metadata

Python
update_metadata(metadata: Dict[int, Any]) -> None

Update entity metadata from metadata packet.

PARAMETER DESCRIPTION
metadata

New metadata values indexed by metadata ID

TYPE: Dict[int, Any]

update_properties

Python
update_properties(
    properties: Dict[str, Dict[str, Any]],
) -> None

Update entity attributes from properties packet.

PARAMETER DESCRIPTION
properties

Attribute properties containing base values and modifiers

TYPE: Dict[str, Dict[str, Any]]

get_attribute

Python
get_attribute(key: str, default: float = 0.0) -> float

Get final attribute value.

PARAMETER DESCRIPTION
key

Attribute key name

TYPE: str

default

Default value if attribute not found.

TYPE: float DEFAULT: 0.0

RETURNS DESCRIPTION
float

Final attribute value after applying modifiers

get_metadata_value

Python
get_metadata_value(index: int, default: Any = None) -> Any

Get metadata value by index with default fallback.

PARAMETER DESCRIPTION
index

Metadata index to retrieve

TYPE: int

default

Default value if metadata not found.

TYPE: Any DEFAULT: None

RETURNS DESCRIPTION
Any

Metadata value at the specified index, or default if not found

set_equipment

Python
set_equipment(slot: gui.Slot) -> None

Set equipment in the specified slot.

RETURNS DESCRIPTION
None

VindicationIllager

Python
VindicationIllager(
    entity_id: int,
    uuid: str,
    position: Vector3D[float],
    rotation: Rotation,
    metadata: Dict[int, Any],
)

Bases: AbstractIllager

Vindicator illager entity.

ATTRIBUTE DESCRIPTION
ENTITY_TYPE

The Minecraft entity type identifier for vindicators.

TYPE: ClassVar[str]

BOUNDING

The bounding box dimensions (width/depth, height) of the vindicator.

TYPE: ClassVar[Tuple[float, float]]

air property

Python
air: int

Remaining air ticks.

RETURNS DESCRIPTION
int

Number of air ticks remaining before drowning

custom_name property

Python
custom_name: Optional[str]

Custom name text component or None.

RETURNS DESCRIPTION
Optional[str]

Custom display name for the entity, or None if not set

is_custom_name_visible property

Python
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

Python
is_silent: bool

Whether entity makes sounds.

RETURNS DESCRIPTION
bool

True if entity is silent and won't produce sounds

no_gravity property

Python
no_gravity: bool

Whether entity is affected by gravity.

RETURNS DESCRIPTION
bool

True if entity ignores gravity effects

max_health property

Python
max_health: float

Maximum health attribute value.

RETURNS DESCRIPTION
float

Maximum health points for this entity

movement_speed property

Python
movement_speed: float

Movement speed attribute value.

RETURNS DESCRIPTION
float

Movement speed multiplier for this entity

armor property

Python
armor: float

Armor attribute value.

RETURNS DESCRIPTION
float

Armor points providing damage reduction

attack_speed property

Python
attack_speed: float

Attack speed attribute value.

RETURNS DESCRIPTION
float

Attack speed multiplier for this entity

on_fire property

Python
on_fire: bool

Whether entity is on fire (bit 0).

RETURNS DESCRIPTION
bool

True if entity is currently on fire

crouched property

Python
crouched: bool

Whether entity is crouching (bit 1).

RETURNS DESCRIPTION
bool

True if entity is in crouching state

sprinting property

Python
sprinting: bool

Whether entity is sprinting (bit 3).

RETURNS DESCRIPTION
bool

True if entity is currently sprinting

invisible property

Python
invisible: bool

Whether entity is invisible (bit 5).

RETURNS DESCRIPTION
bool

True if entity has invisibility effect active

glowing property

Python
glowing: bool

Whether entity is glowing (bit 6).

RETURNS DESCRIPTION
bool

True if entity has glowing outline effect

flying_with_elytra property

Python
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

Python
equipment: Dict[int, gui.Slot]

Get all equipment slots.

RETURNS DESCRIPTION
Dict[int, gui.Slot]

Dictionary mapping slot IDs to their equipment slots.

has_equipment property

Python
has_equipment: bool

Check if the entity has any equipment.

RETURNS DESCRIPTION
bool

True if entity has equipment, False otherwise.

hand_states property

Python
hand_states: int

Hand state bit mask.

RETURNS DESCRIPTION
int

Bit mask containing hand usage states

health property

Python
health: float

Current health value.

RETURNS DESCRIPTION
float

Current health points remaining

potion_effect_color property

Python
potion_effect_color: int

Potion effect particle color.

RETURNS DESCRIPTION
int

RGB color value for potion effect particles

is_potion_effect_ambient property

Python
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

Python
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

Python
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

Python
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

Python
no_ai: bool

Whether AI is disabled (bit 0).

RETURNS DESCRIPTION
bool

True if entity's AI behavior is disabled

left_handed property

Python
left_handed: bool

Whether entity is left-handed (bit 1).

RETURNS DESCRIPTION
bool

True if entity prefers using left hand for actions

has_target property

Python
has_target: bool

Whether illager has target (aggressive state).

RETURNS DESCRIPTION
bool

True if illager has a target (bit 0), False otherwise.

update_metadata

Python
update_metadata(metadata: Dict[int, Any]) -> None

Update entity metadata from metadata packet.

PARAMETER DESCRIPTION
metadata

New metadata values indexed by metadata ID

TYPE: Dict[int, Any]

update_properties

Python
update_properties(
    properties: Dict[str, Dict[str, Any]],
) -> None

Update entity attributes from properties packet.

PARAMETER DESCRIPTION
properties

Attribute properties containing base values and modifiers

TYPE: Dict[str, Dict[str, Any]]

get_attribute

Python
get_attribute(key: str, default: float = 0.0) -> float

Get final attribute value.

PARAMETER DESCRIPTION
key

Attribute key name

TYPE: str

default

Default value if attribute not found.

TYPE: float DEFAULT: 0.0

RETURNS DESCRIPTION
float

Final attribute value after applying modifiers

get_metadata_value

Python
get_metadata_value(index: int, default: Any = None) -> Any

Get metadata value by index with default fallback.

PARAMETER DESCRIPTION
index

Metadata index to retrieve

TYPE: int

default

Default value if metadata not found.

TYPE: Any DEFAULT: None

RETURNS DESCRIPTION
Any

Metadata value at the specified index, or default if not found

set_equipment

Python
set_equipment(slot: gui.Slot) -> None

Set equipment in the specified slot.

RETURNS DESCRIPTION
None

EvocationIllager

Python
EvocationIllager(
    entity_id: int,
    uuid: str,
    position: Vector3D[float],
    rotation: Rotation,
    metadata: Dict[int, Any],
)

Bases: SpellcasterIllager

Evoker illager entity.

ATTRIBUTE DESCRIPTION
ENTITY_TYPE

The Minecraft entity type identifier for evokers.

TYPE: ClassVar[str]

BOUNDING

The bounding box dimensions (width/depth, height) of the evoker.

TYPE: ClassVar[Tuple[float, float]]

air property

Python
air: int

Remaining air ticks.

RETURNS DESCRIPTION
int

Number of air ticks remaining before drowning

custom_name property

Python
custom_name: Optional[str]

Custom name text component or None.

RETURNS DESCRIPTION
Optional[str]

Custom display name for the entity, or None if not set

is_custom_name_visible property

Python
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

Python
is_silent: bool

Whether entity makes sounds.

RETURNS DESCRIPTION
bool

True if entity is silent and won't produce sounds

no_gravity property

Python
no_gravity: bool

Whether entity is affected by gravity.

RETURNS DESCRIPTION
bool

True if entity ignores gravity effects

max_health property

Python
max_health: float

Maximum health attribute value.

RETURNS DESCRIPTION
float

Maximum health points for this entity

movement_speed property

Python
movement_speed: float

Movement speed attribute value.

RETURNS DESCRIPTION
float

Movement speed multiplier for this entity

armor property

Python
armor: float

Armor attribute value.

RETURNS DESCRIPTION
float

Armor points providing damage reduction

attack_speed property

Python
attack_speed: float

Attack speed attribute value.

RETURNS DESCRIPTION
float

Attack speed multiplier for this entity

on_fire property

Python
on_fire: bool

Whether entity is on fire (bit 0).

RETURNS DESCRIPTION
bool

True if entity is currently on fire

crouched property

Python
crouched: bool

Whether entity is crouching (bit 1).

RETURNS DESCRIPTION
bool

True if entity is in crouching state

sprinting property

Python
sprinting: bool

Whether entity is sprinting (bit 3).

RETURNS DESCRIPTION
bool

True if entity is currently sprinting

invisible property

Python
invisible: bool

Whether entity is invisible (bit 5).

RETURNS DESCRIPTION
bool

True if entity has invisibility effect active

glowing property

Python
glowing: bool

Whether entity is glowing (bit 6).

RETURNS DESCRIPTION
bool

True if entity has glowing outline effect

flying_with_elytra property

Python
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

Python
equipment: Dict[int, gui.Slot]

Get all equipment slots.

RETURNS DESCRIPTION
Dict[int, gui.Slot]

Dictionary mapping slot IDs to their equipment slots.

has_equipment property

Python
has_equipment: bool

Check if the entity has any equipment.

RETURNS DESCRIPTION
bool

True if entity has equipment, False otherwise.

hand_states property

Python
hand_states: int

Hand state bit mask.

RETURNS DESCRIPTION
int

Bit mask containing hand usage states

health property

Python
health: float

Current health value.

RETURNS DESCRIPTION
float

Current health points remaining

potion_effect_color property

Python
potion_effect_color: int

Potion effect particle color.

RETURNS DESCRIPTION
int

RGB color value for potion effect particles

is_potion_effect_ambient property

Python
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

Python
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

Python
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

Python
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

Python
no_ai: bool

Whether AI is disabled (bit 0).

RETURNS DESCRIPTION
bool

True if entity's AI behavior is disabled

left_handed property

Python
left_handed: bool

Whether entity is left-handed (bit 1).

RETURNS DESCRIPTION
bool

True if entity prefers using left hand for actions

has_target property

Python
has_target: bool

Whether illager has target (aggressive state).

RETURNS DESCRIPTION
bool

True if illager has a target (bit 0), False otherwise.

spell property

Python
spell: int

Current spell.

RETURNS DESCRIPTION
int

Current spell (0: none, 1: summon vex, 2: attack, 3: wololo).

update_metadata

Python
update_metadata(metadata: Dict[int, Any]) -> None

Update entity metadata from metadata packet.

PARAMETER DESCRIPTION
metadata

New metadata values indexed by metadata ID

TYPE: Dict[int, Any]

update_properties

Python
update_properties(
    properties: Dict[str, Dict[str, Any]],
) -> None

Update entity attributes from properties packet.

PARAMETER DESCRIPTION
properties

Attribute properties containing base values and modifiers

TYPE: Dict[str, Dict[str, Any]]

get_attribute

Python
get_attribute(key: str, default: float = 0.0) -> float

Get final attribute value.

PARAMETER DESCRIPTION
key

Attribute key name

TYPE: str

default

Default value if attribute not found.

TYPE: float DEFAULT: 0.0

RETURNS DESCRIPTION
float

Final attribute value after applying modifiers

get_metadata_value

Python
get_metadata_value(index: int, default: Any = None) -> Any

Get metadata value by index with default fallback.

PARAMETER DESCRIPTION
index

Metadata index to retrieve

TYPE: int

default

Default value if metadata not found.

TYPE: Any DEFAULT: None

RETURNS DESCRIPTION
Any

Metadata value at the specified index, or default if not found

set_equipment

Python
set_equipment(slot: gui.Slot) -> None

Set equipment in the specified slot.

RETURNS DESCRIPTION
None

IllusionIllager

Python
IllusionIllager(
    entity_id: int,
    uuid: str,
    position: Vector3D[float],
    rotation: Rotation,
    metadata: Dict[int, Any],
)

Bases: SpellcasterIllager

Illusioner illager entity.

ATTRIBUTE DESCRIPTION
ENTITY_TYPE

The Minecraft entity type identifier for illusioners.

TYPE: ClassVar[str]

BOUNDING

The bounding box dimensions (width/depth, height) of the illusioner.

TYPE: ClassVar[Tuple[float, float]]

air property

Python
air: int

Remaining air ticks.

RETURNS DESCRIPTION
int

Number of air ticks remaining before drowning

custom_name property

Python
custom_name: Optional[str]

Custom name text component or None.

RETURNS DESCRIPTION
Optional[str]

Custom display name for the entity, or None if not set

is_custom_name_visible property

Python
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

Python
is_silent: bool

Whether entity makes sounds.

RETURNS DESCRIPTION
bool

True if entity is silent and won't produce sounds

no_gravity property

Python
no_gravity: bool

Whether entity is affected by gravity.

RETURNS DESCRIPTION
bool

True if entity ignores gravity effects

max_health property

Python
max_health: float

Maximum health attribute value.

RETURNS DESCRIPTION
float

Maximum health points for this entity

movement_speed property

Python
movement_speed: float

Movement speed attribute value.

RETURNS DESCRIPTION
float

Movement speed multiplier for this entity

armor property

Python
armor: float

Armor attribute value.

RETURNS DESCRIPTION
float

Armor points providing damage reduction

attack_speed property

Python
attack_speed: float

Attack speed attribute value.

RETURNS DESCRIPTION
float

Attack speed multiplier for this entity

on_fire property

Python
on_fire: bool

Whether entity is on fire (bit 0).

RETURNS DESCRIPTION
bool

True if entity is currently on fire

crouched property

Python
crouched: bool

Whether entity is crouching (bit 1).

RETURNS DESCRIPTION
bool

True if entity is in crouching state

sprinting property

Python
sprinting: bool

Whether entity is sprinting (bit 3).

RETURNS DESCRIPTION
bool

True if entity is currently sprinting

invisible property

Python
invisible: bool

Whether entity is invisible (bit 5).

RETURNS DESCRIPTION
bool

True if entity has invisibility effect active

glowing property

Python
glowing: bool

Whether entity is glowing (bit 6).

RETURNS DESCRIPTION
bool

True if entity has glowing outline effect

flying_with_elytra property

Python
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

Python
equipment: Dict[int, gui.Slot]

Get all equipment slots.

RETURNS DESCRIPTION
Dict[int, gui.Slot]

Dictionary mapping slot IDs to their equipment slots.

has_equipment property

Python
has_equipment: bool

Check if the entity has any equipment.

RETURNS DESCRIPTION
bool

True if entity has equipment, False otherwise.

hand_states property

Python
hand_states: int

Hand state bit mask.

RETURNS DESCRIPTION
int

Bit mask containing hand usage states

health property

Python
health: float

Current health value.

RETURNS DESCRIPTION
float

Current health points remaining

potion_effect_color property

Python
potion_effect_color: int

Potion effect particle color.

RETURNS DESCRIPTION
int

RGB color value for potion effect particles

is_potion_effect_ambient property

Python
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

Python
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

Python
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

Python
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

Python
no_ai: bool

Whether AI is disabled (bit 0).

RETURNS DESCRIPTION
bool

True if entity's AI behavior is disabled

left_handed property

Python
left_handed: bool

Whether entity is left-handed (bit 1).

RETURNS DESCRIPTION
bool

True if entity prefers using left hand for actions

has_target property

Python
has_target: bool

Whether illager has target (aggressive state).

RETURNS DESCRIPTION
bool

True if illager has a target (bit 0), False otherwise.

spell property

Python
spell: int

Current spell.

RETURNS DESCRIPTION
int

Current spell (0: none, 1: summon vex, 2: attack, 3: wololo).

update_metadata

Python
update_metadata(metadata: Dict[int, Any]) -> None

Update entity metadata from metadata packet.

PARAMETER DESCRIPTION
metadata

New metadata values indexed by metadata ID

TYPE: Dict[int, Any]

update_properties

Python
update_properties(
    properties: Dict[str, Dict[str, Any]],
) -> None

Update entity attributes from properties packet.

PARAMETER DESCRIPTION
properties

Attribute properties containing base values and modifiers

TYPE: Dict[str, Dict[str, Any]]

get_attribute

Python
get_attribute(key: str, default: float = 0.0) -> float

Get final attribute value.

PARAMETER DESCRIPTION
key

Attribute key name

TYPE: str

default

Default value if attribute not found.

TYPE: float DEFAULT: 0.0

RETURNS DESCRIPTION
float

Final attribute value after applying modifiers

get_metadata_value

Python
get_metadata_value(index: int, default: Any = None) -> Any

Get metadata value by index with default fallback.

PARAMETER DESCRIPTION
index

Metadata index to retrieve

TYPE: int

default

Default value if metadata not found.

TYPE: Any DEFAULT: None

RETURNS DESCRIPTION
Any

Metadata value at the specified index, or default if not found

set_equipment

Python
set_equipment(slot: gui.Slot) -> None

Set equipment in the specified slot.

RETURNS DESCRIPTION
None