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Properties

Shane Bee edited this page Mar 17, 2025 · 9 revisions

Properties

Properties are simplied versions of full expression, which are used in the Property Expression

Table of contents:

Entity:

Properties which can be used on Entity

health:

  • Description: Represents the health of an entity.
  • Return Type: number
  • Change Modes: add, set, remove, reset
  • Since: 3.10.0
  • Examples:
set {_h} to health property of player
set health property of player to 10
add 1 to health property of player
remove 1 from health property of target entity

name:

  • Description: Represents the name of an entity.
  • Return Type: text
  • Change Modes: set, delete/clear
  • Since: 3.10.0

InventoryHolder:

Properties which can be used on InventoryHolder

inventory contents:

  • Description: Represents the contents of an object that holds an inventory.
  • Return Type: item type
  • Change Modes: add, set, remove, delete/clear
  • Since: 3.10.0
  • Examples:
set {_i::*} to inventory contents property of player
add an apple to inventory contents property of player
remove all diamonds from inventory contents property of player

Item Type:

Properties which can be used on Item Type

blast resistance:

  • Description: Represents the blast resistance of a block.
  • Return Type: number
  • Change Modes: Cannot be changed
  • Since: 3.10.0
  • Examples:
if blast resistance property of target block > 1:

fire resistant:

  • Description: Represents if an item is fire resistant. If true, it will not burn in fire or lava.
  • Return Type: boolean (yes/no)
  • Change Modes: set
  • Since: 3.10.0
  • Examples:
set fire resistant property of {_i} to true

item rarity:

  • Description: Represents the different item rarities of an item (represented as a string).
    Options are: "common", "uncommon", "rare", "epic"
    Requires MC 1.20.5+
  • Return Type: text
  • Change Modes: set, delete/clear
  • Since: 3.10.0
  • Examples:
set item rarity property of player's tool to "uncommon"
set {_rarity} to item rarity property of player's tool
if item rarity property of player's tool = "epic":

unbreakable:

  • Description: Represents if the item is unbreakable.
  • Return Type: boolean (yes/no)
  • Change Modes: set
  • Since: 3.10.0
  • Examples:
set unbreakable property of player's tool to true
set unbreakable property of player's tool to false

Living Entity:

Properties which can be used on Living Entity

persistence required:

  • Description: Prevent mobs from despawning naturally.
    See the Despawning section McWiki for further details about despawning.
    A silly side effect of this is that some mobs (such as sheep) will stop their random stroll goal when more than 32 blocks away from a player, setting this to true will prevent that and the mob will forever roam the lands.
  • Return Type: boolean (yes/no)
  • Change Modes: set
  • Since: 3.10.0
  • Examples:
set persistence required property of all mobs to true

Mob:

aggressive:

  • Description: Whether the mob is aggressive. This will not work on all mobs, only mobs that can actually be aggressive.
  • Return Type: boolean (yes/no)
  • Change Modes: set
  • Since: 3.10.0
  • Examples:
set aggressive property of event-mob to true

Player:

Properties which can be used on Player

death screen score:

  • Description: Represents the "Score" the player sees in their death screen.
    Requires Paper 1.21.4+
  • Return Type: integer
  • Change Modes: set
  • Since: 3.10.0
  • Examples:
set {_score} to death screen score property of player
set death screen score property of player to 150

Sittable:

sitting:

  • Description: Whether an entity is sitting. Currently supports Camel, Cat, Fox, Panda, Parrot, Wolf.
  • Return Type: boolean (yes/no)
  • Change Modes: set
  • Since: 3.10.0
  • Examples:
set sitting property of target entity to true
if sitting property of event-mob is false:
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