Arrow/ED

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  • Entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template
    • Tags common to all projectiles see Template:Nbt inherit/projectile/template
    •  shake: The "shake" when projectiles hit a block.
    •  pickup: 0 = cannot be picked up by players. 1 = can be picked up by players in survival or creative. 2 = can be picked up by players only in creative.
    •  player: 1 or 0 (true/false) - If pickup is not used, and this is true, the projectile can be picked up by players.
    •  life: Increments each tick when a projectile is not moving; resets to 0 if it moves. When it ticks to 1200, the projectile despawns.
    •  damage: Damage dealt by the the projectile, in half-hearts. May not be a whole number. 2.0 for normal arrows, and increased 0.5 per level of Power enchantment on the firing bow. If the Power enchantment is present, an additional 0.5 is added on (so Power I gives a bonus of 1.0, while Power II gives 1.5).[check the code]
    •  inGround: 1 or 0 (true/false) - If the projectile is in the ground or hit the ground already (For arrow pickup; you cannot pickup arrows in the air)
    •  crit: 1 or 0 (true/false) - Whether the projectile deals critical damage.
    •  ShotFromCrossbow: 1 or 0 (true/false) - Whether the projectile is shot from a crossbow.
    •  PierceLevel: The amount of times this projectile can pierce through an entity.
    •  SoundEvent: The sound event to play when hitting a block/mob, cannot use non-vanilla sound events.
    •  OwnerUUIDMost[until JE 1.16]: The most significant bits of the UUID of the entity that fired the projectile. This is joined with OwnerUUIDLeast to form the entity's unique ID.
    •  OwnerUUIDLeast[until JE 1.16]: The least significant bits of the UUID of the entity that fired the projectile.
    •  Owner‌[upcoming: JE 1.16]: The UUID of the entity that fired the projectile, stored as four ints. May not exist.
  • An arrow entity is a tipped arrow if it has either the Potion or CustomPotionEffects tag. The tipped_arrow item uses these tags, but the arrow item does not.
    •  Color: Used by the arrow entity, for displaying the custom potion color of a fired arrow item that had a CustomPotionColor tag. The numeric color code are calculated from the Red, Green and Blue components using this formula: Red<<16 + Green<<8 + Blue. For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values remove the particles.
    •  CustomPotionEffects: The custom potion effects (status effects) this potion or tipped arrow has.
      • One of these for each effect.
        •  Id: The numeric ID of the effect.
        •  Amplifier: The amplifier of the effect, with level I having value 0. Negative levels are discussed here. Optional, and defaults to level I.
        •  Duration: The duration of the effect in ticks. Values 0 or lower are treated as 1. Optional, and defaults to 1 tick.
        •  Ambient: 1 or 0 (true/false) - whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen. Optional, and defaults to false. Due to a bug, it has no effect on splash potions.
        •  ShowParticles: 1 or 0 (true/false) - whether or not this effect produces particles. Optional, and defaults to true. Due to a bug, it has no effect on splash potions.
        •  ShowIcon: 1 or 0 (true/false) - true if effect icon is shown. false if no icon is shown.
    •  Potion: The name of the default potion effect. This name differs from the status effect name. For example, the value for an "Instant Health II" potion is "minecraft:strong_healing". A potion or tipped arrow getting its effects from this tag is named with the proper effect. The default value is "minecraft:empty", which gives it the "Uncraftable" name.
    •  CustomPotionColor: The item uses this custom color, and area-of-effect clouds, arrows, and splash and lingering potions use it for their particle effects. This color does not extend, however, to the particles given off by entities who ultimately receive the effect. The numeric color code are calculated from the Red, Green and Blue components using this formula: Red<<16 + Green<<8 + Blue. For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.