Tameable
TameableAnimal
¶
TameableAnimal(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: Creature
Base tameable animal entity class.
owner_uuid
property
¶
is_sitting
property
¶
is_sitting: bool
Whether animal is sitting (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is sitting, False otherwise. |
is_angry
property
¶
is_angry: bool
Whether animal is angry (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is angry, False otherwise. |
is_tamed
property
¶
is_tamed: bool
Whether animal is tamed (bit 2).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is tamed, False otherwise. |
has_owner
property
¶
has_owner: bool
Whether animal has an owner.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal has an owner, 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 |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Wolf
¶
Wolf(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: TameableAnimal
Wolf entity extending TameableAnimal.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for wolves. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the wolf. |
damage_taken
property
¶
damage_taken: float
Damage taken (used for tail rotation).
| RETURNS | DESCRIPTION |
|---|---|
float
|
The amount of damage taken, defaults to current health. |
is_begging
property
¶
is_begging: bool
Whether wolf is begging.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the wolf is begging, False otherwise. |
collar_color
property
¶
collar_color: int
Collar color (dye values).
| RETURNS | DESCRIPTION |
|---|---|
int
|
The collar color ID (default: 14 for red). |
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 |
owner_uuid
property
¶
is_sitting
property
¶
is_sitting: bool
Whether animal is sitting (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is sitting, False otherwise. |
is_angry
property
¶
is_angry: bool
Whether animal is angry (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is angry, False otherwise. |
is_tamed
property
¶
is_tamed: bool
Whether animal is tamed (bit 2).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is tamed, False otherwise. |
has_owner
property
¶
has_owner: bool
Whether animal has an owner.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal has an owner, False otherwise. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Ocelot
¶
Ocelot(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: TameableAnimal
Ocelot entity extending TameableAnimal.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for ocelots. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the ocelot. |
ocelot_type
property
¶
ocelot_type: int
Ocelot type.
| RETURNS | DESCRIPTION |
|---|---|
int
|
The ocelot type (0: untamed, 1: tuxedo, 2: tabby, 3: siamese). |
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 |
owner_uuid
property
¶
is_sitting
property
¶
is_sitting: bool
Whether animal is sitting (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is sitting, False otherwise. |
is_angry
property
¶
is_angry: bool
Whether animal is angry (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is angry, False otherwise. |
is_tamed
property
¶
is_tamed: bool
Whether animal is tamed (bit 2).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is tamed, False otherwise. |
has_owner
property
¶
has_owner: bool
Whether animal has an owner.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal has an owner, False otherwise. |
update_metadata
¶
update_properties
¶
get_attribute
¶
get_metadata_value
¶
Parrot
¶
Parrot(
entity_id: int,
uuid: str,
position: Vector3D[float],
rotation: Rotation,
metadata: Dict[int, Any],
)
Bases: TameableAnimal
Parrot entity extending TameableAnimal.
| ATTRIBUTE | DESCRIPTION |
|---|---|
ENTITY_TYPE |
The Minecraft entity type identifier for parrots. |
BOUNDING |
The bounding box dimensions (width/depth, height) of the parrot. |
variant
property
¶
variant: int
Parrot variant.
| RETURNS | DESCRIPTION |
|---|---|
int
|
The parrot variant (0: red/blue, 1: blue, 2: green, 3: yellow/blue, 4: silver). |
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 |
owner_uuid
property
¶
is_sitting
property
¶
is_sitting: bool
Whether animal is sitting (bit 0).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is sitting, False otherwise. |
is_angry
property
¶
is_angry: bool
Whether animal is angry (bit 1).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is angry, False otherwise. |
is_tamed
property
¶
is_tamed: bool
Whether animal is tamed (bit 2).
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal is tamed, False otherwise. |
has_owner
property
¶
has_owner: bool
Whether animal has an owner.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if the animal has an owner, False otherwise. |