public static final Key<Value<Double>> ABSORPTION
AbsorptionData.absorption()public static final Key<Value<com.flowpowered.math.vector.Vector3d>> ACCELERATION
AccelerationData.acceleration()public static final Key<Value<ItemStackSnapshot>> ACTIVE_ITEM
Key for the item a Living is using.
For example a player eating a food or blocking with a shield.
If there is no item, the snapshot will be empty. You can check this
with ItemStackSnapshot.isEmpty().
ActiveItemData.activeItem()public static final Key<Value<Boolean>> AFFECTS_SPAWNING
Key for the "affecting spawning" state of
Players.
A Player who does not affect spawning will be treated as a
spectator in regards to spawning. A MobSpawner will not be
activated by his presence and mobs around him may naturally despawn
if there is no other Player around who affects spawning.
AffectsSpawningData.affectsSpawning()public static final Key<MutableBoundedValue<Integer>> AGE
AgeableData.age()public static final Key<Value<Boolean>> AI_ENABLED
AgentData.aiEnabled()public static final Key<MutableBoundedValue<Integer>> ANGER
Key for how angry an Entity is. This
applies mostly to ZombiePigman.
Unlike ANGRY, the aggressiveness represented by this key may
fade over time and the entity will become peaceful again once its anger
reaches its minimum.
AngerableData.angerLevel()public static final Key<Value<Boolean>> ANGRY
AggressiveData.aggressive()public static final Key<MutableBoundedValue<Integer>> AREA_EFFECT_CLOUD_AGE
Key for the age (in ticks) of an
AreaEffectCloud created by a lingering potion.AreaEffectCloudData.age()public static final Key<Value<Color>> AREA_EFFECT_CLOUD_COLOR
Key for the color of an AreaEffectCloud
created by a lingering potion.AreaEffectCloudData.color()public static final Key<MutableBoundedValue<Integer>> AREA_EFFECT_CLOUD_DURATION
Key for the maximum age (in ticks) of an
AreaEffectCloud created by a lingering potion.AreaEffectCloudData.duration()public static final Key<MutableBoundedValue<Integer>> AREA_EFFECT_CLOUD_DURATION_ON_USE
Key for the amount of ticks the duration of an
AreaEffectCloud is increased or reduced when it applies its
effect.AreaEffectCloudData.durationOnUse()public static final Key<Value<ParticleType>> AREA_EFFECT_CLOUD_PARTICLE_TYPE
Key for the particle type of an
AreaEffectCloud created by a lingering potion.AreaEffectCloudData.particleType()public static final Key<MutableBoundedValue<Double>> AREA_EFFECT_CLOUD_RADIUS
Key for the radius of an AreaEffectCloud.AreaEffectCloudData.radius()public static final Key<MutableBoundedValue<Double>> AREA_EFFECT_CLOUD_RADIUS_ON_USE
Key for the amount the radius of an
AreaEffectCloud grows or shrinks each time it applies its
effect.AreaEffectCloudData.radiusOnUse()public static final Key<MutableBoundedValue<Double>> AREA_EFFECT_CLOUD_RADIUS_PER_TICK
Key for the amount the radius of an
AreaEffectCloud grows or shrinks per tick.AreaEffectCloudData.radiusOnUse()public static final Key<MutableBoundedValue<Integer>> AREA_EFFECT_CLOUD_REAPPLICATION_DELAY
Key for the delay (in ticks) after which an
AreaEffectCloud will reapply its effect on a previously
affected Entity.AreaEffectCloudData.applicationDelay()public static final Key<MutableBoundedValue<Integer>> AREA_EFFECT_CLOUD_WAIT_TIME
Key for the duration in ticks after which an
AreaEffectCloud will begin to apply its effect to entities.AreaEffectCloudData.waitTime()public static final Key<Value<Boolean>> ARMOR_STAND_HAS_ARMS
Key for whether an ArmorStand's arms are
visible.ArmorStandData.arms()public static final Key<Value<Boolean>> ARMOR_STAND_HAS_BASE_PLATE
Key for whether an ArmorStand has a
visible base plate.ArmorStandData.basePlate()public static final Key<Value<Boolean>> ARMOR_STAND_IS_SMALL
Key for whether an ArmorStand is small.ArmorStandData.small()public static final Key<Value<Boolean>> ARMOR_STAND_MARKER
Key for whether an ArmorStand has a
significantly smaller collision box in order to act as a marker.ArmorStandData.marker()public static final Key<SetValue<EquipmentType>> ARMOR_STAND_TAKING_DISABLED
Key for whether players are prevented from taking
items from an equipment slot on an ArmorStandpublic static final Key<SetValue<EquipmentType>> ARMOR_STAND_PLACING_DISABLED
Key for whether players are prevented from taking
items from an equipment slot on an ArmorStandpublic static final Key<Value<Boolean>> ATTACHED
Key for representing whether a BlockState
is "attached" to another block.AttachedData.attached()public static final Key<MutableBoundedValue<Double>> ATTACK_DAMAGE
DamagingData.damage()public static final Key<Value<DyeColor>> BANNER_BASE_COLOR
BannerData.baseColor()public static final Key<PatternListValue> BANNER_PATTERNS
BannerData.patternsList()public static final Key<MutableBoundedValue<Float>> BASE_SIZE
SizeData.base()public static final Key<Value<EntitySnapshot>> BASE_VEHICLE
Key for the base vehicle a passenger is riding
at the moment. This may be different from VEHICLE as the
vehicle an Entity is riding may itself be the passenger of
another vehicle.VehicleData.baseVehicle()public static final Key<OptionalValue<PotionEffectType>> BEACON_PRIMARY_EFFECT
BeaconData.primaryEffect()public static final Key<OptionalValue<PotionEffectType>> BEACON_SECONDARY_EFFECT
BeaconData.secondaryEffect()public static final Key<Value<BigMushroomType>> BIG_MUSHROOM_TYPE
BigMushroomDatapublic static final Key<MapValue<BodyPart,com.flowpowered.math.vector.Vector3d>> BODY_ROTATIONS
Key for the rotation of specific body parts.
This value provides a mapping, effectively combining the data
referenced by HEAD_ROTATION, CHEST_ROTATION,
RIGHT_ARM_ROTATION, LEFT_ARM_ROTATION,
RIGHT_LEG_ROTATION, and LEFT_LEG_ROTATION.
BodyPartRotationalData.partRotation()public static final Key<Value<Text>> BOOK_AUTHOR
Key for the author of a
ItemTypes.WRITTEN_BOOK.AuthorData.author()public static final Key<ListValue<Text>> BOOK_PAGES
Key for the content of a
ItemTypes.WRITTEN_BOOK.
Use PLAIN_BOOK_PAGES if you wish to inspect the contents
of a ItemTypes.WRITABLE_BOOK.
PagedData.pages()public static final Key<SetValue<BlockType>> BREAKABLE_BLOCK_TYPES
BreakableData.breakable()public static final Key<Value<Boolean>> CAN_BREED
BreedableData.breedable()public static final Key<Value<Boolean>> CAN_DROP_AS_ITEM
Key for whether a FallingBlock can drop
as an item.FallingBlockData.canDropAsItem()public static final Key<Value<Boolean>> CAN_FLY
Key for whether a Humanoid can fly.
For a Player this means he is able to toggle flight mode by
double-tapping his jump button.
FlyingAbilityData.canFly()public static final Key<Value<Boolean>> CAN_GRIEF
Key for whether a Living entity may
change blocks. This mostly applies to Enderman or
Creepers, but also to some projectiles like Fireballs.GriefingData.canGrief()public static final Key<Value<Boolean>> CAN_PLACE_AS_BLOCK
Key for whether a FallingBlock will place
itself upon landing.FallingBlockData.canPlaceAsBlock()public static final Key<Value<Career>> CAREER
CareerDatapublic static final Key<Value<com.flowpowered.math.vector.Vector3d>> CHEST_ROTATION
Key for the rotation of the
BodyParts.CHEST.BodyPartRotationalData.bodyRotation()public static final Key<Value<Color>> COLOR
ColoredData.color()public static final Key<Value<String>> COMMAND
CommandBlocks and CommandBlockMinecarts.CommandData.storedCommand()public static final Key<Value<ComparatorType>> COMPARATOR_TYPE
ComparatorDatapublic static final Key<SetValue<Direction>> CONNECTED_DIRECTIONS
Key for representing the connected directions
of a BlockState.public static final Key<Value<Boolean>> CONNECTED_EAST
Key for representing the "connected to the east"
of a BlockState.ConnectedDirectionData.connectedEast()public static final Key<Value<Boolean>> CONNECTED_NORTH
Key for representing the "connected to the north"
state of a BlockState.ConnectedDirectionData.connectedNorth()public static final Key<Value<Boolean>> CONNECTED_SOUTH
Key for representing the "connected to the south"
state of a BlockState.ConnectedDirectionData.connectedSouth()public static final Key<Value<Boolean>> CONNECTED_WEST
Key for representing the "connected to the west"
state of a BlockState.ConnectedDirectionData.connectedWest()public static final Key<MutableBoundedValue<Integer>> CONTAINED_EXPERIENCE
Key for the amount of experience points stored
by an ExperienceOrb.ExpOrbData.experience()public static final Key<Value<CookedFish>> COOKED_FISH
CookedFishDatapublic static final Key<MutableBoundedValue<Integer>> COOLDOWN
Key for the amount of ticks a Hopper has
to cool down before transferring the next item.CooldownData.cooldown()public static final Key<Value<Boolean>> CREEPER_CHARGED
ChargedData.charged()public static final Key<Value<Boolean>> CRITICAL_HIT
CriticalHitData.criticalHit()public static final Key<MapValue<EntityType,Double>> DAMAGE_ENTITY_MAP
Key for the damage dealt towards entities of a
specific EntityType. Types not present in this mapping will be
dealt damage to according to ATTACK_DAMAGE.DamagingData.damageForEntity()public static final Key<Value<Boolean>> DECAYABLE
Key for representing whether a BlockState
will decay. This usually applies to BlockTypes.LEAVES.DecayableData.decayable()public static final Key<MutableBoundedValue<Integer>> DELAY
Key for the delay on a redstone repeater.DelayableData.delay()public static final Key<MutableBoundedValue<Integer>> DESPAWN_DELAY
DespawnDelayData.delay()public static final Key<Value<Direction>> DIRECTION
DirectionalData.direction()public static final Key<Value<Boolean>> DISARMED
Key for representing the "disarmed" state
of a BlockState. This usually applies to
BlockTypes.TRIPWIREs and BlockTypes.TRIPWIRE_HOOKs.DisarmedData.disarmed()public static final Key<Value<DisguisedBlockType>> DISGUISED_BLOCK_TYPE
DisguisedBlockDatapublic static final Key<Value<Text>> DISPLAY_NAME
Key for the display name of an Entity,
ItemStack or TileEntity.
On a ItemTypes.WRITTEN_BOOK item this will also set the title
of the book.
DisplayNameData.displayName()public static final Key<Value<HandPreference>> DOMINANT_HAND
Key for representing the dominant HandPreference
of a Living entity.
NOTE: Does not apply to Players as their
HandPreference can not be changed server-side.
See DominantHandProperty.
DominantHandData.dominantHand()public static final Key<Value<DoublePlantType>> DOUBLE_PLANT_TYPE
DoublePlantDatapublic static final Key<Value<DyeColor>> DYE_COLOR
Key for the color of a dyeable block, item or
entity.DyeableDatapublic static final Key<Value<Long>> END_GATEWAY_AGE
Key for representing the age of
an EndGateway.EndGatewayData.age()public static final Key<Value<Integer>> END_GATEWAY_TELEPORT_COOLDOWN
Key for representing the teleport cooldown of
an EndGateway.EndGatewayData.teleportCooldown()public static final Key<Value<Boolean>> EXACT_TELEPORT
Key for representing if the exact teleport location
should be used with a EndGateway.EndGatewayData.exactTeleport()public static final Key<MutableBoundedValue<Double>> EXHAUSTION
Key for the current level of exhaustion of a
Humanoid.
Exhaustion will decrease on activities like walking, running
or jumping. Once it reaches 0, the SATURATION will decrease and
the exhaustion level will be reset to its maximum.
FoodData.exhaustion()public static final Key<Value<com.flowpowered.math.vector.Vector3i>> EXIT_POSITION
EndGatewayData.exitPosition()public static final Key<ImmutableBoundedValue<Integer>> EXPERIENCE_FROM_START_OF_LEVEL
public static final Key<MutableBoundedValue<Integer>> EXPERIENCE_LEVEL
ExperienceHolderData.level()public static final Key<MutableBoundedValue<Integer>> EXPERIENCE_SINCE_LEVEL
public static final Key<MutableBoundedValue<Integer>> EXPIRATION_TICKS
ExpirableData.expireTicks()public static final Key<OptionalValue<Integer>> EXPLOSION_RADIUS
Key for the radius of the Explosion to
be created by detonating an Explosive.
May be absent if the explosion radius is unknown because it is either
determined randomly at the time of the explosion or computed from the
context in which the Explosive explodes.
ExplosionRadiusData.explosionRadius()public static final Key<Value<Boolean>> EXTENDED
ExtendedData.extended()public static final Key<Value<Boolean>> FALLING_BLOCK_CAN_HURT_ENTITIES
FallingBlockData.canHurtEntities()public static final Key<Value<BlockState>> FALLING_BLOCK_STATE
FallingBlockData.blockState()public static final Key<MutableBoundedValue<Double>> FALL_DAMAGE_PER_BLOCK
Key for how much damage a FallingBlock
deals to Living entities it hits.
This damage is capped by MAX_FALL_DAMAGE.
FallingBlockData.fallDamagePerBlock()public static final Key<MutableBoundedValue<Float>> FALL_DISTANCE
Key for representing the distance an entity has
fallen.FallDistanceData.fallDistance()public static final Key<Value<Integer>> FALL_TIME
Key for the amount of ticks a
FallingBlock has been falling for.FallingBlockData.fallTime()public static final Key<Value<Boolean>> FILLED
Key for representing the "filled" state
of a BlockState.
Usually applies to BlockTypes.END_PORTAL_FRAMEs.
FilledData.filled()public static final Key<ListValue<FireworkEffect>> FIREWORK_EFFECTS
Key for the FireworkEffects of a
ItemTypes.FIREWORK_CHARGE, ItemTypes.FIREWORKS or a
Firework.FireworkEffectData.effects()public static final Key<MutableBoundedValue<Integer>> FIREWORK_FLIGHT_MODIFIER
Key for the flight duration of a firework.
The duration is tiered and will stay partially random. A rocket will
fly for roughly modifier * 10 + (random number from 0 to 13)
ticks in Vanilla Minecraft.
FireworkRocketData.flightModifier()public static final Key<MutableBoundedValue<Integer>> FIRE_DAMAGE_DELAY
IgniteableData.fireDelay()public static final Key<MutableBoundedValue<Integer>> FIRE_TICKS
IgniteableData.fireTicks()public static final Key<Value<Instant>> FIRST_DATE_PLAYED
JoinData.firstPlayed()public static final Key<Value<Fish>> FISH_TYPE
Key for the Fish type an Item or
ItemStack may have.
Only for ItemTypes.FISH, for ItemTypes.COOKED_FISH
see COOKED_FISH.
FishDatapublic static final Key<Value<FluidStackSnapshot>> FLUID_ITEM_STACK
Key for representing the
FluidStackSnapshot contained within an item container. Item
containers may include buckets and other mod added items.FluidItemData.fluid()public static final Key<MutableBoundedValue<Integer>> FLUID_LEVEL
Key for representing the "fluid level" state
of a BlockState.FluidLevelData.level()public static final Key<MapValue<Direction,List<FluidStackSnapshot>>> FLUID_TANK_CONTENTS
Key for representing the directional tank
information.FluidTankData.fluids()public static final Key<Value<Double>> FLYING_SPEED
Key for the speed at which an entity flies.MovementSpeedData.flySpeed()public static final Key<MutableBoundedValue<Integer>> FOOD_LEVEL
FoodData.foodLevel()public static final Key<Value<Integer>> FUSE_DURATION
Key for the time a FusedExplosive's fuse
will burn before the explosion.FuseData.fuseDuration()public static final Key<Value<GameMode>> GAME_MODE
GameModeDatapublic static final Key<MutableBoundedValue<Integer>> GENERATION
Key for the generation of a
ItemTypes.WRITTEN_BOOK. Depending on the book's generation
it may be impossible to copy it.GenerationData.generation()public static final Key<Value<Boolean>> GLOWING
Key for representing whether an entity has a
glowing outline.GlowingData.glowing()public static final Key<Value<GoldenApple>> GOLDEN_APPLE_TYPE
Key for the type of a
ItemTypes.GOLDEN_APPLE.GoldenAppleDatapublic static final Key<MutableBoundedValue<Integer>> GROWTH_STAGE
Key for representing the "growth stage" state
of a BlockState.GrowthData.growthStage()public static final Key<Value<Boolean>> HAS_GRAVITY
GravityData.gravity()public static final Key<Value<com.flowpowered.math.vector.Vector3d>> HEAD_ROTATION
Key for the direction an entities head is
rotated to.BodyPartRotationalData.headDirection()public static final Key<MutableBoundedValue<Double>> HEALTH
HealthData.health()public static final Key<MutableBoundedValue<Double>> HEALTH_SCALE
HealthScalingData.healthScale()public static final Key<MutableBoundedValue<Float>> HEIGHT
SizeData.height()public static final Key<Value<Boolean>> HIDE_ATTRIBUTES
HideData.hideAttributes()public static final Key<Value<Boolean>> HIDE_CAN_DESTROY
HideData.hideCanDestroy()public static final Key<Value<Boolean>> HIDE_CAN_PLACE
HideData.hideCanPlace()public static final Key<Value<Boolean>> HIDE_ENCHANTMENTS
HideData.hideEnchantments()public static final Key<Value<Boolean>> HIDE_MISCELLANEOUS
HideData.hideMiscellaneous()public static final Key<Value<Boolean>> HIDE_UNBREAKABLE
HideData.hideUnbreakable()public static final Key<Value<HorseColor>> HORSE_COLOR
HorseData.color()public static final Key<Value<HorseStyle>> HORSE_STYLE
HorseData.style()public static final Key<Value<Boolean>> INFINITE_DESPAWN_DELAY
DespawnDelayData.infinite()public static final Key<Value<Boolean>> INFINITE_PICKUP_DELAY
PickupDelayData.infinite()public static final Key<Value<Boolean>> INVISIBLE
Key for representing the "vanish" state
of an Entity. This will only simply render the entity as
vanish, but not prevent any entity updates being sent to clients.
To fully "vanish" an Entity, use VANISH.InvisibilityData.invisible()public static final Key<MutableBoundedValue<Integer>> INVULNERABILITY_TICKS
InvulnerabilityData.invulnerableTicks()public static final Key<Value<Boolean>> INVULNERABLE
Key for representing if an Entity
is invulnerable or not.
This does not protect from the void, players in creative mode, and manual killing like the /kill command.
InvulnerabilityData.invulnerable()public static final Key<Value<Boolean>> IN_WALL
Key for representing the "in-wall" state of
BlockTypes.FENCEs.InWallData.inWall()public static final Key<Value<Boolean>> IS_AFLAME
Key for whether a Blaze is currently
burning.
Unlike MAX_BURN_TIME, the burning effect will not damage
the burning entity.
FlammableData.flammable()public static final Key<Value<Boolean>> IS_ELYTRA_FLYING
ElytraFlyingData.elytraFlying()public static final Key<Value<Boolean>> IS_FLYING
Key for whether an Entity is flying.
This key only tells whether an entity is flying at the moment. On a
Player it does not necessarily mean that the player may toggle
freely between flying and walking. To check whether a player may switch
his flying state, check CAN_FLY.
FlyingData.flying()public static final Key<Value<Boolean>> IS_JOHNNY
Value for whether this mob is exhibiting
"johnny" behavior.
In vanilla this currently only applies to Vindicators.
public static final Key<Value<Boolean>> IS_PLAYING
Key for whether a Villager is playing.
In Vanilla, this only applies to villagers that are considered
"babies" according to AGE.
PlayingData.playing()public static final Key<Value<Boolean>> IS_SCREAMING
ScreamingData.screaming()public static final Key<Value<Boolean>> IS_SHEARED
ShearedData.sheared()public static final Key<Value<Boolean>> IS_SILENT
Key for whether an Entity is silent.
A silent entity will not emit sounds or make noises.
SilentData.silent()public static final Key<Value<Boolean>> IS_SITTING
SittingData.sitting()public static final Key<Value<Boolean>> IS_SLEEPING
Key for whether a Bat or Player
is sleeping.
If a player is considered sleeping as per this data value, he does not need to be in bed in order for the other players to be able to advance through the night by going to bed.
SleepingData.sleeping()public static final Key<Value<Boolean>> IS_SNEAKING
Key for whether an Entity is sneaking.
Sneaking entities generally move slower and do not make walking sounds.
SneakingData.sneaking()public static final Key<Value<Boolean>> IS_SPRINTING
SprintData.sprinting()public static final Key<Value<Boolean>> IS_WET
Key for whether a Wolf, a
BlockState of BlockTypes.SPONGE or an ItemStack
of ItemTypes.SPONGE is wet.WetData.wet()public static final Key<Value<BlockState>> ITEM_BLOCKSTATE
BlockItemData.state()public static final Key<MutableBoundedValue<Integer>> ITEM_DURABILITY
DurabilityData.durability()public static final Key<ListValue<Enchantment>> ITEM_ENCHANTMENTS
Key for the enchantments applied to an
ItemStack.
This data is usually applicable to all types of armor, weapons and
tools. Enchantments that are only stored on an item stack in order to
be transferred to another item (like on
ItemTypes.ENCHANTED_BOOKs) use the STORED_ENCHANTMENTS
key instead.)
EnchantmentData.enchantments()public static final Key<ListValue<Text>> ITEM_LORE
Key for the displayed description ("lore") text
of an ItemStack.
The lore text is usually displayed when the player hovers his cursor
over the stack. For the contents of a book see BOOK_PAGES
instead.
LoreData.lore()@Deprecated public static final Key<Value<Boolean>> JOHNNY_VINDICATOR
IS_JOHNNY to match with the rest of
API and in-case other mobs ever support "johnny" mode in
any implementation. Will be removed in API 8Value for whether this vindicator is considered a
"johnny" vindicator. "Johnny" vindicators will deal more damage and
often times carry an ItemTypes.IRON_AXE of sorts.public static final Key<MutableBoundedValue<Integer>> KNOCKBACK_STRENGTH
Key for the knockback strength applied by an
Arrow.
For the knockback provided by hits with a weapon according to the
enchantment of the same name, see ITEM_ENCHANTMENTS.
KnockbackData.knockbackStrength()public static final Key<OptionalValue<EntitySnapshot>> LAST_ATTACKER
Key for who last attacked an Entity.
This will usually be an entity snapshot of a Living.
This data will usually only be present within 100 ticks of the attack occurring.
DamageableData.lastAttacker()public static final Key<OptionalValue<Text>> LAST_COMMAND_OUTPUT
Key for the output yielded by the last command of
a CommandBlock.CommandData.lastOutput()public static final Key<OptionalValue<Double>> LAST_DAMAGE
Key for the last amount of damage received by an
Entity.
This data will usually only be present within 100 ticks of the attack occurring.
DamageableData.lastDamage()public static final Key<Value<Instant>> LAST_DATE_PLAYED
JoinData.lastPlayed()public static final Key<MutableBoundedValue<Integer>> LAYER
Key for representing the "layer" value of
BlockTypes.SNOW_LAYER and other possible layered blocks.LayeredData.layer()public static final Key<Value<com.flowpowered.math.vector.Vector3d>> LEFT_ARM_ROTATION
public static final Key<Value<com.flowpowered.math.vector.Vector3d>> LEFT_LEG_ROTATION
public static final Key<MutableBoundedValue<Integer>> LLAMA_STRENGTH
public static final Key<Value<LlamaVariant>> LLAMA_VARIANT
public static final Key<Value<String>> LOCK_TOKEN
Key for the token used to lock a
TileEntityCarrier.LockableData.lockToken()public static final Key<Value<LogAxis>> LOG_AXIS
Key for the axis of a BlockTypes.LOG.
It differs from AXIS in that a log axis may also be
LogAxes.NONE.
LogAxisDatapublic static final Key<MutableBoundedValue<Integer>> MAX_AIR
Key for the maximum air supply a Living
may have.
For the current amount of air, check REMAINING_AIR.
BreathingData.maxAir()public static final Key<MutableBoundedValue<Integer>> MAX_BURN_TIME
Key for the maximum amount of ticks a
Furnace can burn with the currently used fuel item.FurnaceData.maxBurnTime()public static final Key<MutableBoundedValue<Integer>> MAX_COOK_TIME
FurnaceData.maxCookTime()public static final Key<MutableBoundedValue<Double>> MAX_FALL_DAMAGE
Key for the maximum damage a FallingBlock
can deal.FallingBlockData.maxFallDamage()public static final Key<MutableBoundedValue<Double>> MAX_HEALTH
HealthData.maxHealth()public static final Key<MutableBoundedValue<Integer>> MOISTURE
Key for representing the "moisture" state of
BlockTypes.FARMLAND.MoistureData.moisture()public static final Key<Value<NotePitch>> NOTE_PITCH
NoteData.note()public static final Key<Value<Boolean>> OCCUPIED
Key for representing the "occupied" state of
BlockTypes.BED.OccupiedData.occupied()public static final Key<Value<OcelotType>> OCELOT_TYPE
OcelotDatapublic static final Key<Value<Integer>> OFFSET
MinecartBlockData.offset()public static final Key<Value<Boolean>> OPEN
Key for representing the "open" state of
various door typed blocks.OpenData.open()public static final Key<Value<ParrotVariant>> PARROT_VARIANT
VariantData.type()public static final Key<MutableBoundedValue<Integer>> PASSED_BURN_TIME
Key for the amount of ticks a Furnace has
already been burning with the current fuel item.
Once this value reaches the one of MAX_BURN_TIME, the
furnace will require more fuel in order to keep burning.
FurnaceData.passedBurnTime()public static final Key<MutableBoundedValue<Integer>> PASSED_COOK_TIME
Key for the amount of ticks a Furnace has
been cooking the current item for.
Once this value reaches the one of MAX_COOK_TIME, the
item will be finished cooking.
FurnaceData.passedCookTime()public static final Key<ListValue<UUID>> PASSENGERS
Key for the entities that act as passengers for
an Entity.
For example, a Player riding on a Horse or a
Pig would be considered its passenger.
PassengerData.passengers()public static final Key<Value<Boolean>> PERSISTS
Key for whether an Entity will be
prevented from despawning.
In Vanilla, entities may despawn if the player moves too far from them. A persisting entity will not be removed due to no players being near it.
PersistingData.persists()public static final Key<MutableBoundedValue<Integer>> PICKUP_DELAY
PickupDelayData.delay()public static final Key<Value<PickupRule>> PICKUP_RULE
PickupRuleDatapublic static final Key<Value<Boolean>> PIG_SADDLE
PigSaddleData.saddle()public static final Key<Value<PistonType>> PISTON_TYPE
PistonDatapublic static final Key<SetValue<BlockType>> PLACEABLE_BLOCKS
PlaceableData.placeable()public static final Key<ListValue<String>> PLAIN_BOOK_PAGES
Key for the content of a
ItemTypes.WRITABLE_BOOK.
Use BOOK_PAGES if you wish to get the contents of a
ItemTypes.WRITTEN_BOOK
PlainPagedData.pages()public static final Key<Value<Boolean>> PLAYER_CREATED
PlayerCreatedData.playerCreated()public static final Key<Value<PortionType>> PORTION_TYPE
PortionDatapublic static final Key<Value<Color>> POTION_COLOR
PotionColorData.color()public static final Key<ListValue<PotionEffect>> POTION_EFFECTS
PotionEffectData.effects()public static final Key<Value<PotionType>> POTION_TYPE
PotionTypeData.type()public static final Key<MutableBoundedValue<Integer>> POWER
Key for representing the "power" state
of a BlockState.
Applies to blocks that may emit a Redstone signal of variable
strength, such as BlockTypes.REDSTONE_WIRE,
BlockTypes.DAYLIGHT_DETECTOR,
BlockTypes.LIGHT_WEIGHTED_PRESSURE_PLATE etc.
RedstonePoweredData.power()public static final Key<Value<Boolean>> POWERED
Key for representing the "powered" state
of a BlockState.
Applies to blocks that may be powered in order to emit a
Redstone signal of consistently maximum strength, such as
BlockTypes.LEVER, BlockTypes.WOODEN_BUTTON,
BlockTypes.WOODEN_PRESSURE_PLATE, and their stone
counterparts.
PoweredData.powered()public static final Key<Value<PrismarineType>> PRISMARINE_TYPE
PrismarineDatapublic static final Key<Value<QuartzType>> QUARTZ_TYPE
QuartzDatapublic static final Key<Value<RabbitType>> RABBIT_TYPE
RabbitDatapublic static final Key<Value<RailDirection>> RAIL_DIRECTION
RailDirectionDatapublic static final Key<MutableBoundedValue<Integer>> REMAINING_AIR
BreathingData.remainingAir()public static final Key<MutableBoundedValue<Integer>> REMAINING_BREW_TIME
Key for how many more ticks the current brewing
process of a BrewingStand will take.
If nothing is being brewed, the remaining brew time will be 0.
BrewingStandData.remainingBrewTime()public static final Key<Value<BlockState>> REPRESENTED_BLOCK
MinecartBlockData.block()public static final Key<Value<ItemStackSnapshot>> REPRESENTED_ITEM
RepresentedItemData.item()public static final Key<Value<GameProfile>> REPRESENTED_PLAYER
Key for the player represented by a
BlockTypes.SKULL block or a ItemTypes.SKULL item stack.
This will have no effect unless the SKULL_TYPE is set to
SkullTypes.PLAYER.
RepresentedPlayerData.owner()public static final Key<MapValue<UUID,RespawnLocation>> RESPAWN_LOCATIONS
Key for the spawn locations a Player
may have for various worlds based on UUID of the world.RespawnLocationData.respawnLocation()public static final Key<Value<com.flowpowered.math.vector.Vector3d>> RIGHT_ARM_ROTATION
public static final Key<Value<com.flowpowered.math.vector.Vector3d>> RIGHT_LEG_ROTATION
public static final Key<Value<Rotation>> ROTATION
RotationalDatapublic static final Key<Value<SandstoneType>> SANDSTONE_TYPE
SandstoneDatapublic static final Key<MutableBoundedValue<Double>> SATURATION
Key for the current saturation of a Living.
When the saturation reaches 0, the FOOD_LEVEL will decrease
and the saturation will be reset to maximum.
FoodData.saturation()public static final Key<MutableBoundedValue<Float>> SCALE
SizeData.scale()public static final Key<Value<Boolean>> SEAMLESS
Key for representing the "seamless" state
of a BlockState.SeamlessData.seamless()public static final Key<Value<Boolean>> SHOULD_DROP
Key for representing the "should drop" state
of a BlockState.DropData.willDrop()public static final Key<ListValue<Text>> SIGN_LINES
SignData.lines()public static final Key<Value<UUID>> SKIN_UNIQUE_ID
Key for the skin of a Humanoid.
Skins can only be manipulated by supplying the UUID of a player having that skin. The binary skin data is signed by Mojang so fully customized skins are not possible.
SkinData.skinUniqueId()public static final Key<Value<SkullType>> SKULL_TYPE
Key for the type of skull a block or item stack
has.SkullDatapublic static final Key<MutableBoundedValue<Integer>> SLIME_SIZE
SlimeData.size()public static final Key<Value<Boolean>> SNOWED
Key for representing the "snowed" state
of a BlockState.SnowedData.hasSnow()public static final Key<Value<EntityType>> SPAWNABLE_ENTITY_TYPE
Key for the entity type spawned by an
ItemStack of the type ItemTypes.SPAWN_EGG.
For the type of entity spawned by a MobSpawner,
see SPAWNER_ENTITIES.
SpawnableDatapublic static final Key<WeightedCollectionValue<EntityArchetype>> SPAWNER_ENTITIES
MobSpawnerData.possibleEntitiesToSpawn()public static final Key<MutableBoundedValue<Short>> SPAWNER_MAXIMUM_DELAY
Key for the maximum amount of ticks between two
batches of entities spawned by a MobSpawner.MobSpawnerData.maximumSpawnDelay()public static final Key<MutableBoundedValue<Short>> SPAWNER_MAXIMUM_NEARBY_ENTITIES
Key for the maximum number of entities around a
MobSpawner. A spawner will not spawn entities if there are more
entities around than this value permits.MobSpawnerData.maximumNearbyEntities()public static final Key<MutableBoundedValue<Short>> SPAWNER_MINIMUM_DELAY
Key for the minimum amount of ticks between two
batches of entities spawned by a MobSpawner.MobSpawnerData.minimumSpawnDelay()public static final Key<Value<WeightedSerializableObject<EntityArchetype>>> SPAWNER_NEXT_ENTITY_TO_SPAWN
Key for the next entity that will be spawned
by a MobSpawner.
Normally the entities to be spawned are determined by a random value
applied to the SPAWNER_ENTITIES weighted collection. If this
value exists, it will override the random spawn with a definite one.
MobSpawnerData.nextEntityToSpawn()public static final Key<MutableBoundedValue<Short>> SPAWNER_REMAINING_DELAY
Key for the remaining number of ticks to pass
before another attempt to spawn entities is made by a MobSpawner.MobSpawnerData.remainingDelay()public static final Key<MutableBoundedValue<Short>> SPAWNER_REQUIRED_PLAYER_RANGE
Key for how close a Player has to be
around the MobSpawner in order for it to attempt to
spawn entities.MobSpawnerData.requiredPlayerRange()public static final Key<MutableBoundedValue<Short>> SPAWNER_SPAWN_COUNT
Key for how many entities a MobSpawner has
spawned so far.MobSpawnerData.spawnCount()public static final Key<MutableBoundedValue<Short>> SPAWNER_SPAWN_RANGE
Key for how far away from the
MobSpawner the entities spawned by it may appear.MobSpawnerData.spawnRange()public static final Key<Value<StairShape>> STAIR_SHAPE
StairShapeDatapublic static final Key<MapValue<Statistic,Long>> STATISTICS
StatisticDatapublic static final Key<ListValue<Enchantment>> STORED_ENCHANTMENTS
Key for the enchantments stored on an
ItemStack.
Stored enchantments are meant to be transferred. Usually this key
applies to ItemTypes.ENCHANTED_BOOK stacks. Enchantments
affecting the item stack are retrieved via ITEM_ENCHANTMENTS
instead.
StoredEnchantmentData.enchantments()public static final Key<Value<String>> STRUCTURE_AUTHOR
StructureData.mode()public static final Key<Value<Boolean>> STRUCTURE_IGNORE_ENTITIES
StructureData.mode()public static final Key<Value<Float>> STRUCTURE_INTEGRITY
StructureData.mode()public static final Key<Value<StructureMode>> STRUCTURE_MODE
StructureData.mode()public static final Key<Value<com.flowpowered.math.vector.Vector3i>> STRUCTURE_POSITION
StructureData.size()public static final Key<Value<Boolean>> STRUCTURE_POWERED
StructureData.mode()public static final Key<Value<Long>> STRUCTURE_SEED
StructureData.mode()public static final Key<Value<Boolean>> STRUCTURE_SHOW_AIR
StructureData.mode()public static final Key<Value<Boolean>> STRUCTURE_SHOW_BOUNDING_BOX
StructureData.mode()public static final Key<Value<com.flowpowered.math.vector.Vector3i>> STRUCTURE_SIZE
StructureData.size()public static final Key<MutableBoundedValue<Integer>> STUCK_ARROWS
StuckArrowsData.stuckArrows()public static final Key<MutableBoundedValue<Integer>> SUCCESS_COUNT
CommandBlock or CommandBlockMinecart.CommandData.successCount()public static final Key<Value<Boolean>> SUSPENDED
Key for representing the "suspended" state
of a BlockState.public static final Key<OptionalValue<UUID>> TAMED_OWNER
Key for the owner uuid of a tamed Animal.
Tamable animals in Vanilla may be a Wolf, an Ocelot
or a Horse.
TameableData.owner()public static final Key<Value<EntitySnapshot>> TARGETED_ENTITY
Key for a targeted entity,
like by a ShulkerBullet.TargetedEntityData.value()public static final Key<Value<com.flowpowered.math.vector.Vector3d>> TARGETED_LOCATION
TargetedLocationData.target()public static final Key<Value<Integer>> TICKS_REMAINING
Key for the remaining fuse time in ticks of a
FusedExplosive. This value may be set to an arbitrary value
if the explosive is not primed.FuseData.ticksRemaining()public static final Key<MutableBoundedValue<Integer>> TOTAL_EXPERIENCE
ExperienceHolderData.totalExperience()public static final Key<Value<Boolean>> TRACKS_OUTPUT
Key for whether a CommandBlock does track
its output.
If this is set, the output of the most recent execution can be
retrieved using LAST_COMMAND_OUTPUT.
CommandData.doesTrackOutput()public static final Key<ListValue<TradeOffer>> TRADE_OFFERS
TradeOfferData.tradeOffers()public static final Key<Value<Boolean>> UNBREAKABLE
Key for whether an ItemStack is unbreakable.
Setting this to true will prevent the item stack's
ITEM_DURABILITY from changing.
DurabilityData.unbreakable()public static final Key<Value<Boolean>> VANISH
Key for the "vanish" state of an Entity.
The presence of a vanished entity will not be made known to a client; no packets pertaining to this entity are sent. Client-side, this entity will cease to exist. Server-side it may still be targeted by hostile entities or collide with other entities.
Vanishing an Entity ridden by other entities (see
PASSENGERS) will cause problems.
VANISHpublic static final Key<Value<Boolean>> VANISH_PREVENTS_TARGETING
Key for
Gets the Value for whether an Entity can be targeted for
attack by another entity. This prevents neither Players from
attacking the entity nor will it be protected from untargeted damage
like fire or explosions.
This state will be ignored if the Entity is not also
vanished as per VANISH.}.
InvisibilityData.untargetable()public static final Key<Value<EntitySnapshot>> VEHICLE
Key for the vehicle an Entity is riding.
Vehicles may be nested as a vehicle might itself ride another entity.
To get the vehicle on bottom, use BASE_VEHICLE.
VehicleData.vehicle()public static final Key<Value<com.flowpowered.math.vector.Vector3d>> VELOCITY
VelocityData.velocity()public static final Key<Value<Double>> WALKING_SPEED
Key for the speed at which an entity walks.MovementSpeedData.walkSpeed()public static final Key<Value<WallType>> WALL_TYPE
Key for the type of
BlockTypes.COBBLESTONE_WALL blocks.WallDatapublic static final Key<Value<Boolean>> WILL_SHATTER
Key for whether a thrown EyeOfEnder will
shatter.ShatteringData.willShatter()public static final Key<MapValue<Direction,WireAttachmentType>> WIRE_ATTACHMENTS
Key for how a BlockTypes.REDSTONE_WIRE is
connected to its neighboring blocks.WireAttachmentData.wireAttachments()public static final Key<Value<WireAttachmentType>> WIRE_ATTACHMENT_EAST
Key for how a BlockTypes.REDSTONE_WIRE is
connected to its neighboring block to the Direction.EAST.WireAttachmentData.wireAttachmentEast()public static final Key<Value<WireAttachmentType>> WIRE_ATTACHMENT_NORTH
Key for how a BlockTypes.REDSTONE_WIRE is
connected to its neighboring block to the Direction.NORTH.WireAttachmentData.wireAttachmentNorth()public static final Key<Value<WireAttachmentType>> WIRE_ATTACHMENT_SOUTH
Key for how a BlockTypes.REDSTONE_WIRE is
connected to its neighboring block to the Direction.SOUTH.WireAttachmentData.wireAttachmentSouth()public static final Key<Value<WireAttachmentType>> WIRE_ATTACHMENT_WEST
Key for how a BlockTypes.REDSTONE_WIRE is
connected to its neighboring block to the Direction.WEST.WireAttachmentData.wireAttachmentWest()