Returned by player, world:players(), world:entities(), world:entity(id). Live
handle — every colon-call re-reads the game.
Do not keep handles past the entity’s life. After despawn, death or world change,
re-query. Use e:alive() to know when to drop a handle.
All entities
| Method | Meaning |
|---|---|
id, uuid, name, type |
Entity id, UUID, display name, type ("minecraft:player") |
name_text, display_name |
Name / full display name as text snapshots |
custom_name, has_custom_name |
Name-tag text snapshot (or nil), and whether one is set |
team, team_color |
Scoreboard team handle (or nil) and 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 / eye position as vec3 |
prev_position, delta |
Previous-tick position and position - prev_position |
velocity |
Velocity as vec3, blocks per tick |
rotation |
Multi-return: yaw, pitch |
yaw, pitch |
Look direction |
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 (drowning) |
fall_distance |
Fall distance so far |
vehicle |
Entity it rides, or nil |
passengers |
Rider handles (empty when none) |
Living entities
nil on non-living entities.
| Method | Meaning |
|---|---|
health, max_health, absorption |
Hearts, including yellow absorption |
armor |
Armor points |
hurt_time, death_time, dead |
Red-flash / death animation ticks |
baby, scale |
Baby flag and size multiplier |
body_yaw, head_yaw |
Body and head rotation. Players: base yaw is look direction. Mobs: yaw tracks body, head_yaw the head |
movement_speed |
Movement speed attribute |
blocking, climbing, gliding, sleeping, jumping |
Action state (gliding = elytra) |
using_item, using_riptide |
Using an item / riptide spinning |
item_use_time, item_use_time_left |
Ticks used / remaining for the current item |
held_item, offhand_item |
Hand item handles |
active_item |
Item being used right now, or nil |
equipped(slot) |
Slot item: "head", "chest", "legs", "feet", "mainhand", "offhand" |
effects |
Potion effects: {id, name, name_text, category, amplifier, duration, infinite, ambient, visible}[]. category is "beneficial", "harmful" or "neutral" |
attributes |
id -> {base, value}, e.g. e:attributes()["minecraft:attack_damage"].value |
Players
Any player also answers ping (ms; 0 when unknown) and gamemode.
Your own player only (nil for others):
| Method | Meaning |
|---|---|
food, saturation |
Hunger bar and hidden saturation |
xp_level, xp_progress, total_xp |
Level, progress to next (0..1), total points |
attack_cooldown |
Attack charge 0..1 (1 = full strength) |
flying, allow_flying, creative |
Ability flags |
walk_speed, fly_speed |
Ability speeds |
Self control
Only on your own player (player) — no-ops on other entities:
| Method | What it does |
|---|---|
set_velocity(v) |
Sets velocity to a vec3, blocks per tick |
jump() |
Jumps, even mid-air |
set_position(pos) |
Teleports client-side to a vec3 |
set_rotation(yaw, pitch) |
Sets real view rotation (moves the camera, not freelook); pitch clamped to [-90, 90] |
raycast(max_distance?) |
Crosshair ray vs blocks and entities; hit table; default reach 4.5 |