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Entity

Live entity data from position and health to potion effects, plus control of your own player.

Handles come from player, world:players(), world:entities() and world:entity(id). Every call re-reads the game, so a handle you keep stays current. It does not survive the entity: after a despawn, death or world change, query again. e:alive() tells you when to drop one.

local target = world:player("Notch")
if target and target:distance() < 6 then
    rotation.look_at(target:eye_position())
end

Any entity

Method Returns
id(), uuid() Numeric entity id, UUID string
type() Type id, e.g. "minecraft:player"
name() Display name as a string
name_text(), display_name() Name and full display name as text
custom_name(), has_custom_name() Name-tag text or nil, and whether one is set
team(), team_color() Scoreboard team or nil, and its 0xAARRGGBB color
is_self() true for your own player
alive(), age() Alive flag, ticks since spawn
pose() "standing", "crouching", "swimming", "gliding", "sleeping", …
position(), eye_position() Feet and eye position as vec3
prev_position(), delta() Last tick’s position, and position - prev_position
velocity() Blocks per tick as vec3
yaw(), pitch(), rotation() Look angles; rotation returns both
width(), height() Hitbox size
distance() Distance from you (0 for yourself or with no local player)
on_ground(), sneaking(), sprinting(), swimming(), crawling() Movement state
spectator(), invisible(), glowing(), silent(), no_gravity() Status flags
on_fire(), fire_ticks(), fire_immune() Burning state
in_water(), wet(), submerged(), in_lava() Fluid state; wet includes rain
frozen_ticks(), frozen() Powder snow freezing
air(), max_air() Remaining air before drowning
fall_distance() Blocks fallen so far
vehicle() Entity it rides, or nil
passengers() Riders, empty when none

Living entities

nil on anything that is not living.

Method Returns
health(), max_health(), absorption() Hearts, including yellow absorption
armor() Armor points
hurt_time(), death_time(), dead() Red-flash and death animation ticks
baby(), scale() Baby flag, size multiplier
body_yaw(), head_yaw() On players yaw is the look direction; on mobs yaw follows the body and head_yaw the head
movement_speed() Movement speed attribute
blocking(), climbing(), gliding(), sleeping(), jumping() Action state (gliding is elytra)
using_item(), using_riptide() Using an item, riptide spinning
item_use_time(), item_use_time_left() Ticks spent and left on the current item
held_item(), offhand_item() Hand items
active_item() Item being used right now, or nil
equipped(slot) "head", "chest", "legs", "feet", "mainhand", "offhand"
effects() Potion effects, see below
attributes() id -> {base, value}, e.g. e:attributes()["minecraft:attack_damage"].value

An effect entry is {id, name, name_text, category, amplifier, duration, infinite, ambient, visible}, where category is "beneficial", "harmful" or "neutral".

Players

Every player also answers ping() (ms, 0 when unknown) and gamemode().

These are yours alone and return nil for other players:

Method Returns
food(), saturation() Hunger bar and the hidden saturation behind it
xp_level(), xp_progress(), total_xp() Level, progress to the next (0..1), total points
attack_cooldown() Attack charge 0..1, 1 at full strength
flying(), allow_flying(), creative() Ability flags
walk_speed(), fly_speed() Ability speeds

Control

Only your own player acts on these; on other entities they do nothing.

Method Does
set_velocity(v) Sets velocity in blocks per tick
jump() Jumps, even mid-air
set_position(pos) Teleports client-side
set_rotation(yaw, pitch) Sets the real view rotation and moves the camera with it. Pitch clamps to [-90, 90]
raycast([max_distance]) Crosshair ray against blocks and entities, default reach 4.5. Fields on Blocks & hits

For server-visible aim that leaves the camera alone, use rotation instead of set_rotation.

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