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[untilJE 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[untilJE 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.
This page was last edited on 20 March 2020, at 20:08.
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