这是Minecraft测试版的文档。本版本中的新功能、组件和权能不代表最终版本,可能在最终版本发布前发生变化而不另行通知。
如果您的附加包不能正常工作,请务必在游戏走出测试后检查文档。为测试版创建的资源包和行为包不能保证在最终版本中有效。
Molang是一种针对在运行时中对值进行快速、数据驱动的计算而设计的一种简单的基于表达式的语言,它具备直接与游戏内的值和系统连接的能力。它聚焦于在保持高性能的同时能够同时为内部和外部创作者在例如动画这样的低级别系统上启用对复杂数据驱动行为的支持。返回顶部
Molang的语言结构在很大程度上基于简单的C语言家族风格语法。它的一个表达式可以由一个简单的值或数学计算式构成,也可以在需要更复杂的代码时由数个子表达式组成。在简单情形下,需要省略句末的`;`定界符,并且表达式结果会直接返回。在复杂情形下,多个子表达式中的每一个都需要在句末以一个`;`定界。除非存在一个`return`语句,否则复杂表达式的返回结果将计算为`0.0`。在具有`return`语句的情况下,该语句的子表达式所计算的值将被从当前作用域中返回出去。
除了字符串会保持所提供的大小写不变以外,Molang中其余各处都是大小写不敏感的。返回顶部
所有下方列出的不在一个作用域中的标识符都被保留以供将来使用。
关键字 | 描述 |
---|---|
`1.23` | 数值常量值 |
`! && || < <= >= > == !=` | 逻辑运算符 |
`* / + -` | 基础数学运算符 |
`(` `)` | 圆括号,用于表达式分项计算控制 |
`{` `}` | 花括号,用于执行作用域 |
`??` | 空合并运算符,用于处理丢失的变量和过时的活动对象引用 |
`geometry.texture_name` | 对一个在实体定义中命名的几何的一个引用 |
`material.texture_name` | 对一个在实体定义中命名的材质的一个引用 |
`texture.texture_name` | 对一个在实体定义中命名的纹理的一个引用 |
`math.function_name` | 各种数学函数 |
`query.function_name` | 对一个实体的属性的访问 |
`variable.variable_name` | 读取/写入一个活动对象的存储器 |
`temp.variable_name` | 读取/写入暂时存储器 |
`context.variable_name` | 游戏在某些场景下提供的只读存储 |
` |
二元条件运算符 |
` |
三元条件运算符 - NOTE: Nested ternary expressions without parentheses were incorrectly parsed before a Versioned Change was made to fix it (see 'Versioned Changes' below) |
`this` | 该表达式(在上下文指定的情况下)最终写入值的当前值 |
`return` | 为复杂表达式设计,这将计算其后的语句并停止表达式的执行,返回计算出的值 |
`->` | 箭头运算符,用于访问来自另一个不同实体的数据 |
`loop` | 用于重复一条或多条命令‘n’次 |
`for_each` | 用于在一个实体的数组上迭代 |
`break` | 用于提前退出一个loop或for_each的作用域 |
`continue` | 用于跳过一次loop或for_each迭代的语句的集合的剩余部分,并移动到下一次迭代 |
`[` `]` | 方括号,用于数组访问 |
Molang Operators follow this order to determine which thing is evaluated first when no parentheses are used. This should match the behavior of C or C++. Operators that are higher in this table are evaluated first, while operators on the same row are evaluated with the same priority. When operators have the same priority, they are evaluated left-to-right, except for the Ternary conditional operator, which is evaluated right-to-left. Using parentheses will allow direct control of order of evaluation, and is recommended for more complex expressions.
运算符优先级分组 | 描述 |
---|---|
(Highest Precedence) | Higher precedence operators are evaluated first when no parentheses are used to control evaluation order |
Logical Not | The Logical Not '!' operator |
Multiplication and Division | Multiplication '*' and Division '/' |
Addition and Subtraction | Addition '+' and Subtraction '-' |
Comparisons | Comparison operators '<' '<=' '>' '>=' (See 'Versioned Changes' below) |
Equality checks | Equality checking operators '==' '!=' (See 'Versioned Changes' below) |
Logical AND | The Logical AND '&&' operator (See 'Versioned Changes' below) |
Logical OR | The Logical OR '||' operator (See 'Versioned Changes' below) |
Ternary Conditional | Ternary conditional operators using '? :'. Evaluated right-to-left when there are multiple ternary operators. (See 'Versioned Changes' below) |
Null Coalescing | Null coalescing operator '??' |
(Lowest Precedence) | Lower precedence operators are evaluated last when no parentheses are used to control evaluation order |
一共存在三种一个变量可能属于的变量生命周期:临时、实体和上下文:- 临时变量(例如:`temp.moo = 1;`)是可读/可写的,并且依照C语言的规则,它们对于它们所定义在的作用域是有效的。出于性能原因,对于当前的表达式执行,它们的生存周期仍是全局的,并且可能在它们对于一个表达式所定义在的最外层作用域之外仍能返回一个有效值。请在复杂表达式中多加小心。我们将会尽快为非法访问加入内容错误。- 实体变量(例如:`variable.moo = 1;`)是可读/可写的,并且会在实体的生命周期内将它的值存储在该实体上。注意,这些变量当前都不会被保存,所以退出和重新加载世界将会使它们重新初始化。同理,如果实体从世界中消失,该实体上的任何变量都将丢失。- 上下文变量(例如:`context.moo`)是只读的,是在特定情况下由游戏指定的。关于何时会定义何种变量的细节可以在对应Molang表达式的应用(例如定义了暴露了哪些上下文变量的行为)的区域的文档中找到。返回顶部
- 所有的数值型值都是浮点数。- 布尔值,比如活动对象旗标,都会被转换成并存储以一个要么为0.0要么为1.0的浮点值,它们分别代表false和true。- 对于布尔测试,等于0.0的浮点值为false,任何不等于0.0的值为true。- 对于数组下标,浮点数将采用C语言样式强制转换为整型,对于负数将钳制为零,对于过大的值将根据数组大小裹顶。- Other supported types are:返回顶部
几何 纹理 材质 活动对象引用 活动对象引用数组 字符串 结构体(见下“结构体”段落)
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- 错误(如除以零、丢失变量、空引用等)通常返回一个0.0值。返回顶部
查询函数(例如:`query.is_baby`或`query.is_item_equipped('main_hand')`)允许表达式读取游戏数据。如果一个查询函数是无参的,请勿使用圆括号。否则,请在末尾使用圆括号并以逗号分隔参数。要查看一个查询函数的完整列表,请见下方表格。返回顶部
为了减少书写Molang时的打字负担和增加阅读时的清楚程度,下列的关键字别名可以让你更加轻松。注意,同一行左右两边的功能是相同的。
完整名称 | 别名 |
---|---|
`context.moo` | `c.moo` |
`query.moo` | `q.moo` |
`temp.moo` | `t.moo` |
`variable.moo` | `v.moo` |
math.cos(query.anim_time * 38) * variable.rotation_scale + variable.x * variable.x * query.life_time;
math.cos(q.anim_time * 38) * v.rotation_scale + v.x * v.x * q.life_time
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这两种语法都可以工作,并且可以根据需要混用。例如:返回顶部
math.cos(q.anim_time * 38) * variable.rotation_scale + v.x * variable.x * query.life_time
Molang的数据结构与C语言不同,它是通过具体用法隐式定义的。这样的目的是更有效地传递数据,例如传递`v.location`而非`v.x`、`v.y`和`v.z`。例如:
v.location.x = 1; v.location.y = 2; v.location.z = 3; v.another_mobs_location = v.another_mob_set_elsewhere->v.location;
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作为一些更多的用法示例,以下每一个表达式都会返回1.23返回顶部
v.cowcow.friend = v.pigpig; v.pigpig->v.test.a.b.c = 1.23; return v.cowcow.friend->v.test.a.b.c;
v.cowcow.friend = v.pigpig; v.pigpig->v.test.a.b.c = 1.23; v.moo = v.cowcow.friend->v.test; return v.moo.a.b.c;
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v.cowcow.friend = v.pigpig; v.pigpig->v.test.a.b.c = 1.23; v.moo = v.cowcow.friend->v.test.a; return v.moo.b.c;
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v.cowcow.friend = v.pigpig; v.pigpig->v.test.a.b.c = 1.23; v.moo = v.cowcow.friend->v.test.a.b; return v.moo.c;
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v.cowcow.friend = v.pigpig; v.pigpig->v.test.a.b.c = 1.23; v.moo = v.cowcow.friend->v.test.a.b.c; return v.moo;
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注意,结构可以在它们的嵌套或递归中拥有任意深度。也就是说,建议不要将完整的结构复制到其他结构中,以避免由于被复制的结构层次过深导致游戏在遍历时出现内存爆炸,也不要将结构做得太深,因为每深一层游戏都会为此付出轻微的性能代价。返回顶部
字符串在Molang中的是由单引号环绕的,例如:`'minecraft:pig'`或`'hello world!'`。一个空字符串是由两个连续的的单引号定义的。字符串运算目前只支持`==`和`!=`。注意:字符串不支持'字符,因为目前尚不支持字符转义。返回顶部
函数 | 描述 |
---|---|
`math.abs(value)` | value的绝对值 |
`math.acos(value)` | value的反余弦 |
`math.asin(value)` | value的反正弦 |
`math.atan(value)` | value的反正切 |
`math.atan2(y, x)` | y/x的反正切。注意:参数的顺序! |
`math.ceil(value)` | 将value向上取整 |
`math.clamp(value, min, max)` | 将value钳制在min和max之间,包含端点 |
`math.cos(value)` | value的(角度制)余弦 |
`math.die_roll(num, low, high)` | returns the sum of 'num' random numbers, each with a value from low to high`. Note: the generated random numbers are not integers like normal dice. For that, use `math.die_roll_integer`. |
`math.die_roll_integer(num, low, high)` | returns the sum of 'num' random integer numbers, each with a value from low to high`. Note: the generated random numbers are integers like normal dice. |
`math.exp(value)` | Calculates e to the value'th power |
`math.floor(value)` | Round value down to nearest integral number |
`math.hermite_blend(value)` | Useful for simple smooth curve interpolation using one of the Hermite Basis functions: `3t^2 - 2t^3`. Note that while any valid float is a valid input, this function works best in the range [0,1]. |
`math.lerp(start, end, 0_to_1)` | Lerp from start to end via 0_to_1 |
`math.lerprotate(start, end, 0_to_1)` | Lerp the shortest direction around a circle from start degrees to end degrees via 0_to_1 |
`math.ln(value)` | Natural logarithm of value |
`math.max(A, B)` | Return highest value of A or B |
`math.min(A, B)` | Return lowest value of A or B |
`math.min_angle(value)` | Minimize angle magnitude (in degrees) into the range [-180, 180) |
`math.mod(value, denominator)` | Return the remainder of value / denominator |
`math.pi` | Returns the float representation of the constant pi. |
`math.pow(base, exponent)` | Elevates `base` to the `exponent`'th power |
`math.random(low, high)` | Random value between low and high inclusive |
`math.random_integer(low, high)` | Random integer value between low and high inclusive |
`math.round(value)` | Round value to nearest integral number |
`math.sin(value)` | Sine (in degrees) of value |
`math.sqrt(value)` | Square root of value |
`math.trunc(value)` | Round value towards zero |
Some return values of query function, or values stored in temp/entity/context variables can be a reference to another entity. The `->` operator allows an expression to access variables or run queries on that entity. For example, the example below will find all pigs within four meters of the current entity (including itself if it's a pig), and increment a variable `v.x` on itself if the block immediately above each pig is flammable (such as an oak button) :Note that in the case where the left-hand side of the `->` operator has an error (value is null, the entity was killed previously, or some other issue), the expression will not evaluate the right-hand side and will return 0. This implementation style was a choice between performance and not requiring content creators to overly worry about checking for potentially bad values everywhere.
"v.x = 0; for_each(v.pig, query.get_nearby_entities(4, 'minecraft:pig'), { v.x = v.x + v.pig->query.get_relative_block_state(0, 1, 0, 'flammable'); });"
In general, variables of a mob are considered private to that mob and cannot be accessed by another. To expose read-only access of a variable to other mobs, you need to set the 'public' setting on that variable in the owning entity's resource definition. It is also recommended to default-initialize the variable.
{ "format_version": "1.10.0", "minecraft:client_entity": { "description": { ... "scripts": { "variables": { "variable.oink": "public" }, "initialize": [ "variable.oink = 0;" ], ... }, ... } } }
One can group a series of statements into a single group by wrapping them in `{` and `}` symbols. This is used primarily in loops and conditional statements:
(v.moo > 0) ? { v.x = math.sin(q.life_time * 45); v.x = v.x * v.x + 17.3; t.sin_x = math.sin(v.x); v.x = t.sin_x * t.sin_x + v.x * v.x; v.x = math.sqrt(v.x) * v.x * math.pi; }
The conditional '?' operator allows for two convenient ways to implement simple branching logic. The first way is to use '?' by itself to conditionally execute part of an expression, for example `A ? B`. The part after the '?' is only run if the part before it evaluates to a true boolean. The second way is to use '?' with a ':' as a 'conditional ternary', for example `A ? B : C`. If the part before the '?' is evaluated as true, the part before the ':' is returned. Otherwise the part after is returned. NOTE: Nested ternary expressions without parentheses were incorrectly parsed before a Versioned Change was made to fix it (see 'Versioned Changes' below).
条件符示例
v.should_reset_a ? { v.a = 0; } v.larger_value = (v.a > v.b) ? v.a : v.b;
Sometimes you want to execute an expression multiple times. Rather than copy-pasting it a bunch, you can use `loop(count, expression);`. We have placed some arbitrary restrictions on these for safety for now. The maximum loop counter is (as of this document being written) 1024. Also, note that while you can nest loops inside loops pretty much as deep as you want, be careful you don't make a loop so long it will hang your game.
一个斐波那契计算器
v.x = 1; v.y = 1; loop(10, { t.x = v.x + v.y; v.x = v.y; v.y = t.x; });
`query.get_nearby_entities` (see below) returns an array of entities. In order to iterate through them, you can use the following new built-in function `for_each`. It takes three parameters: `for_each(variable, array, expression);` The variable can be any variable, either a `temp.` or `variable.`, although I'd recommend using `temp.` to not pollute the entity's variable space. The expression is any Molang expression you want to execute for each entry in the array)
"v.x = 0; for_each(t.pig, query.get_nearby_entities(4, 'minecraft:pig'), { v.x = v.x + 1; });"
This will exit out of a `loop` or `for_each` early. Eg:返回顶部
v.x = 1; v.y = 1; loop(10, {t.x = v.x + v.y; v.x = v.y; v.y = t.x; (v.y > 20) ? break;});
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This will immediately exit the inner-most active loop, as per C-style language rules. If you have:返回顶部
v.x = 0; loop(10, {loop(10, {v.x = v.x + 1; (v.x > 5) ? break;});});
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The `break` statement will terminate the inner loop when `v.x > 5`, and continue processing the outer loop's expression. Note that as v.x is not reset between the outer loops, the second time into the inner loop this will add one more to `v.x` and then exit the inner loop again, resulting in a final value of `v.x` of `6 + 1 + 1 + 1 + ... + 1` = `15`.)返回顶部
`continue` functions as per C-style language rules. Currently only supported in `loop` and `for_each`, this will skip to the next iteration of the current loop. See `break` above for more details on inner/outer loops. The following example will result in v.x becoming 6.0, as the increment will be skipped once it reaches that value. Note that it is better to break out of the loop in this contrived example, as it would be more performant than continuing to perform all 10 iterations.
v.x = 0; loop(10, { (v.x > 5) ? continue; v.x = v.x + 1; });
Similar to how the null-coalescing operator works in C#, one can now reference a variable that may or may not exist without seeing a content error. If it doesn't, you can now provide a default value to use. Previously, if a variable didn't exist you would get a content error. This was to make sure variables were always initialized correctly to avoid uninitialized variable bugs. Unfortunately this then required initialize scripts, or in some cases some complex work-arounds to make sure variables were initialized. Now, if you know a variable won't be initialized in the first run of a script, you can use the following:
variable.x = (variable.x ?? 1.2) + 0.3;
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This will use the value of `variable.x` if it is valid, or else 1.2 if `variable.x`:- has not yet been initialized- is a reference to a deleted entity- is an invalid reference- holds an errorNote that the `??` operator will work with `variable.`s, `temp.`s, and `context.`s that hold numbers or entity references, but not resources such as materials, textures, or geometries (as those must exist and be valid else it's a content error). If the first argument would result in something that can't be resolved, it will return the second argument._Reminder: the standing rule of thumb in Molang is that if something would error or be a bad value, it is converted to 0.0 (and generally throw a content error on screen in non-publish builds. Note that content errors may prevent uploading content to the Marketplace, so please ensure expressions aren't going to do bad things such as dividing by zero)._返回顶部
A simple expression is a single statement, the value of which is returned to the system that evaluated the expression. eg:
math.sin(query.anim_time * 1.23)
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A complex expression is one with multiple statements, each ending in a ';'. Each statement is evaluated in order. In the current implementation, the last statement requires the use of the return keyword and defines the resulting value of the expression. eg:
temp.moo = math.sin(query.anim_time * 1.23); temp.baa = math.cos(query.life_time + 2.0); return temp.moo * temp.moo + temp.baa;
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Note that in a simple expression, `;` is not allowed, whereas in a complex expression, each statement requires a `;` including the last. Also, note that if you don't `return` a value from a complex expression, the expression will evaluate to 0.0.返回顶部
In the definition file there is a section for pre-computing values. These are executed immediately before animation and render controllers are processed, and stored in the entity. The purpose is to pre-compute any expensive and complex values you may want to reuse in your scripts, long-living index variable updates, or generally any one-off computation per render tick.
"scripts": { "pre_animation": [ "variable.my_constant = (Math.cos(query.modified_distance_moved * 38.17) * query.modified_move_speed;", "variable.my_constant2 = Math.exp(1.5);", ] },
These are numerical operations to control which animations are playing and how to animate bones. "variable.variable_name" and "query.function_name" refer to the entity currently being rendered. They have access to everything in the language except material, texture, and geometry types.返回顶部
There are a few different kinds of expressions here, where context implies what is allowed. As with animations, the entity accessors refer to the current entity, however depending on the context one also has access to materials, textures, and geometries. There are two sections in a render controller:-Array definitions (optional)-Resource usage (required)The array definition section allows you to create arrays of resources by resource type if you so desire. These can then be referenced in the resource usage section.
For each of the three resource types (materials, textures, and geometry), you can define an array of resources. The name of the resource is the nice-name from the definition file. Using materials as an example:
"arrays": { "materials": { "array.my_array_1": ["material.a", "material.b", "material.c"], "array.my_array_2" : ["material.d", "material.e"], "array.my_array_3" : ["array.my_array_1", "material.my_array_2"], "array.my_array_4" : ["array.my_array_2", "material.my_array_3"], "array.my_array_5" : ["array.my_array_1", "material.my_array_1", "material.my_array_4"], "array.my_array_6" : ["array.my_array_1", "material.f"], ... },
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Note that all elements of an array must be of the same type. eg: a texture array must only contain textures.An array can reference any combination of zero or more arrays (including duplicates if desired) and/or zero or more materials (again, including duplicates if you like), and you can have as many arrays as you like, each with as many elements as you like. If an array includes arrays in its members, they do not need to be the same length. When indexing into an array in the resource usage section, you use numerical expressions. If the resulting number is negative, it will use zero as the index. Any non - negative index will converted to an integer, and will wrap based on the size of the array:
index = max(0, expression_result) % array_size
A resource expression must return a single resource of a specific type depending on the context.For example, in the "geometry" section, you must produce an expression that will result in a single geometry. Some examples:
Cycle through an array of geometries at a rate of one per second
"geometry": "array.my_geometries[query.anim_time]"
Pick a geo based on an entity flag
"geometry": "query.is_sheared ? geometry.sheared : geometry.woolly"
Use a specific geometry
"geometry": "geometry.my_geo"
Use specific geo when sleeping, otherwise flip through an array based on a cosine curve, using index zero for almost half the time while the cosine curve is negative
"geometry": "query.is_sleeping ? geometry.my_sleeping_geo : array.my_geos[math.cos(query.anim_time * 12.3 + 41.9) * 10 + 0.6]"
The geometry section specifies which geometry to use when rendering. As you can specify as many render controllers as you like in the definition file, a single render controller is only concerned with how to render a single geometry. Note that a geometry can be arbitrarily complex using any number of bones and polygons.返回顶部
The materials section specifies how to map what material to what bone of the geometry. A single material is mapped to a whole bone. Material expressions are evaluated in the order listed. The first part of each statement is the name of the model part to apply the material to, and the second part is the material to use. The model part name can use * for wild - card matching of characters. For example:
"materials": [ { "*": "Material.default" }, { "TailA": "array.hair_colors[variable.hair_color]" }, { "Mane": "array.hair_colors[variable.hair_color]" }, { "*Saddle*": "variable.is_leather_saddle ? material.leather_saddle : material.iron_saddle" } ],
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- This will start by applying Material.default to all model parts.- Next, it will set the material on a model part named "TailA" to the result of the expression "Array.hairColors[variable.hair_color]". This will look up some previously created variable on the entity named hair_color and use that to index into a material array called "array.hair_colors" defined in this render controller. This will overwrite the Material.default material set in the line above.- Third, it will look up the same material as the expression is identical, and apply it to the "Mane" model part.- Lastly, if will find any model part starting with, ending with, or containing "Saddle" (case sensitive) and change its material to either material.leather_saddle or material.iron_saddle depending on the previously set entity variable variable.is_leather_saddle.返回顶部
Query Functions are operators that access a wide variety of information. They can return simple true or false values (1.0 or 0.0) or more complex data. See the list of functions below for per-query documentation. Query Functions might not take any parameters. In that case, just `query.function_name` is used. Otherwise parentheses with commas separating arguments should be used, ie `query.function_name(1, 2, 'three')`. For example:
"position": [ 0.0, "query.is_baby ? -8.0 : 0.0", "query.is_baby ? 4.0 : 0.0" ]
名称 | 描述 |
---|---|
query.above_top_solid |
Returns the height of the block immediately above the highest solid block at the input (x,z) position |
query.actor_count |
Returns the number of actors rendered in the last frame |
query.all |
Requires at least 3 arguments. Evaluates the first argument, then returns 1.0 if all of the following arguments evaluate to the same value as the first. Otherwise it returns 0.0. |
query.all_animations_finished |
Only valid in an animation controller. Returns 1.0 if all animations in the current animation controller state have played through at least once, else it returns 0.0 |
query.all_tags |
Returns if the item or block has all of the tags specified |
query.anim_time |
Returns the time in seconds since the current animation started, else 0.0 if not called within an animation |
query.any |
Requires at least 3 arguments. Evaluates the first argument, then returns 1.0 if any of the following arguments evaluate to the same value as the first. Otherwise it returns 0.0. |
query.any_animation_finished |
Only valid in an animation controller. Returns 1.0 if any animation in the current animation controller state has played through at least once, else it returns 0.0 |
query.any_tag |
Returns if the item or block has any of the tags specified |
query.approx_eq |
Returns 1.0 if all of the arguments are within 0.000000 of each other, else 0.0 |
query.armor_color_slot |
Takes the armor slot index as a parameter, and returns the color of the armor in the requested slot |
query.armor_material_slot |
Takes the armor slot index as a parameter, and returns the armor material type in the requested armor slot |
query.armor_texture_slot |
Takes the armor slot index as a parameter, and returns the texture type of the requested slot |
query.average_frame_time |
Returns the time in *seconds* of the average frame time over the last 'n' frames. If an argument is passed, it is assumed to be the number of frames in the past that you wish to query. 'query.average_frame_time' (or the equivalent 'query.average_frame_time(0)') will return the frame time of the frame before the current one. 'query.average_frame_time(1)' will return the average frame time of the previous two frames. Currently we store the history of the last 30 frames, although note that this may change in the future. Asking for more frames will result in only sampling the number of frames stored. |
query.block_face |
Returns the block face for this (only valid for certain triggers such as placing blocks, or interacting with block) (Down=0.0, Up=1.0, North=2.0, South=3.0, West=4.0, East=5.0, Undefined=6.0). |
query.block_property |
Returns the value of the associated Blocks Block State |
query.blocking |
Returns 1.0 if the entity is blocking, else it returns 0.0 |
query.body_x_rotation |
Returns the body pitch rotation if called on an actor, else it returns 0.0 |
query.body_y_rotation |
Returns the body yaw rotation if called on an actor, else it returns 0.0 |
query.bone_aabb |
Returns the axis aligned bounding box of a bone as a struct with members '.min', '.max', along with '.x', '.y', and '.z' values for each. |
query.bone_origin |
Returns the initial (from the .geo) pivot of a bone as a struct with members '.x', '.y', and '.z'. |
query.bone_rotation |
Returns the initial (from the .geo) rotation of a bone as a struct with members '.x', '.y', and '.z' in degrees. |
query.camera_distance_range_lerp |
Takes two distances (any order) and return a number from 0 to 1 based on the camera distance between the two ranges clamped to that range. For example, 'query.camera_distance_range_lerp(10, 20)' will return 0 for any distance less than or equal to 10, 0.2 for a distance of 12, 0.5 for 15, and 1 for 20 or greater. If you pass in (20, 10), a distance of 20 will return 0.0 |
query.camera_rotation |
Returns the rotation of the camera. Requires one argument representing the rotation axis you would like (0 for x, 1 for y) |
query.can_climb |
Returns 1.0 if the entity can climb, else it returns 0.0 |
query.can_damage_nearby_mobs |
Returns 1.0 if the entity can damage nearby mobs, else it returns 0.0 |
query.can_fly |
Returns 1.0 if the entity can fly, else it returns 0.0 |
query.can_power_jump |
Returns 1.0 if the entity can power jump, else it returns 0.0 |
query.can_swim |
Returns 1.0 if the entity can swim, else it returns 0.0 |
query.can_walk |
Returns 1.0 if the entity can walk, else it returns 0.0 |
query.cape_flap_amount |
returns value between 0.0 and 1.0 with 0.0 meaning cape is fully down and 1.0 is cape is fully up |
query.cardinal_block_face_placed_on |
已弃用(please use query.block_face instead)Returns the block face for this (only valid for on_placed_by_player trigger) (Down=0.0, Up=1.0, North=2.0, South=3.0, West=4.0, East=5.0, Undefined=6.0). |
query.cardinal_facing |
Returns the current facing of the player (Down=0.0, Up=1.0, North=2.0, South=3.0, West=4.0, East=5.0, Undefined=6.0). |
query.cardinal_facing_2d |
Returns the current facing of the player ignoring up/down part of the direction (North=2.0, South=3.0, West=4.0, East=5.0, Undefined=6.0). |
query.cardinal_player_facing |
Returns the current facing of the player (Down=0.0, Up=1.0, North=2.0, South=3.0, West=4.0, East=5.0, Undefined=6.0). |
query.combine_entities |
Combines any valid entity references from all arguments into a single array. Note that order is not preserved, and duplicates and invalid values are removed. |
query.count |
Counts the number of things passed to it (arrays are counted as the number of elements they contain; non-arrays count as 1). |
query.current_squish_value |
Returns the squish value for the current entity, or 0.0 if this doesn't make sense |
query.day |
Returns the day of the current level. |
query.death_ticks |
Returns the elapsed ticks since the mob started dying. |
query.debug_output |
debug log a value to the output debug window for builds that have one |
query.delta_time |
Returns the time in seconds since the previous frame |
query.distance_from_camera |
Returns the distance of the root of this actor or particle emitter from the camera |
query.effect_emitter_count |
Returns the total number of active emitters of the callee's particle effect type |
query.effect_particle_count |
Returns the total number of active particles of the callee's particle effect type |
query.equipment_count |
returns the equipment count for an actor |
query.equipped_item_all_tags |
takes a slot name followed by any tag you want to check for in the form of 'tag_name' and returns 1 if all of the tags are on that equipped item, 0 otherwise |
query.equipped_item_any_tag |
takes a slot name followed by any tag you want to check for in the form of 'tag_name' and returns 0 if none of the tags are on that equipped item or 1 if at least 1 tag exists |
query.equipped_item_is_attachable |
Takes the desired hand slot as a parameter (0 or 'main_hand' for main hand, 1 or 'off_hand' for off hand), and returns whether the item is an attachable or not. |
query.eye_target_x_rotation |
returns the X eye rotation of the entity if it makes sense, else it returns 0.0 |
query.eye_target_y_rotation |
returns the Y eye rotation of the entity if it makes sense, else it returns 0.0 |
query.facing_target_to_range_attack |
Returns 1.0 if the entity is attacking from range (i.e. minecraft:behavior.ranged_attack), else it returns 0.0 |
query.frame_alpha |
Returns the ratio (from 0 to 1) of how much between AI ticks this frame is being rendered |
query.get_actor_info_id |
Returns the integer id of an actor by its string name |
query.get_animation_frame |
Returns the current texture of the item |
query.get_default_bone_pivot |
Gets specified axis of the specified bone orientation pivot |
query.get_equipped_item_name |
已弃用(Use query.is_item_name_any instead if possible so names can be changed later without breaking content.)Takes one optional hand slot as a parameter (0 or 'main_hand' for main hand, 1 or 'off_hand' for off hand), and a second parameter (0=default) if you would like the equipped item or any non-zero number for the currently rendered item, and returns the name of the item in the requested slot (defaulting to the main hand if no parameter is supplied) if there is one, otherwise returns ''. |
query.get_locator_offset |
Gets specified axis of the specified locator offset |
query.get_name |
已弃用(Use query.is_name_any instead if possible so names can be changed later without breaking content.)Get the name of the mob if there is one, otherwise return '' |
query.get_root_locator_offset |
Gets specified axis of the specified locator offset of the root model |
query.ground_speed |
Returns the ground speed of the entity in meters/second |
query.has_any_family |
Returns 1 if the entity has any of the specified families, else 0. |
query.has_armor_slot |
Takes the armor slot index as a parameter, and returns 1.0 if the entity has armor in the requested slot, else it returns 0.0 |
query.has_biome_tag |
Returns whether or not a Block Placement Target has a specific biome tag |
query.has_block_property |
Returns 1.0 if the associated block has the given block property or 0.0 if not |
query.has_cape |
Returns 1.0 if the player has a cape, else it returns 0.0 |
query.has_collision |
Returns 1.0 if the entity has collisions enabled, else it returns 0.0 |
query.has_gravity |
Returns 1.0 if the entity is affected by gravity, else it returns 0.0 |
query.has_owner |
Returns true if the entity has an owner ID else it returns false |
query.has_rider |
Returns 1.0 if the entity has a rider, else it returns 0.0 |
query.has_target |
Returns 1.0 if the entity has a target, else it returns 0.0 |
query.head_roll_angle |
returns the roll angle of the head of the entity if it makes sense, else it returns 0.0 |
query.head_x_rotation |
Takes one argument as a parameter. Returns the nth head x rotation of the entity if it makes sense, else it returns 0.0 |
query.head_y_rotation |
Takes one argument as a parameter. Returns the nth head y rotation of the entity if it makes sense, else it returns 0.0 |
query.health |
Returns the health of the entity, or 0.0 if it doesn't make sense to call on this entity. |
query.heightmap |
Queries Height Map |
query.hurt_direction |
returns the hurt direction for the actor, otherwise returns 0 |
query.hurt_time |
returns the hurt time for the actor, otherwise returns 0 |
query.in_range |
Requires 3 numerical arguments: some value, a minimum, and a maximum. If the first argument is between the minimum and maximum (inclusive), returns 1.0. Otherwise returns 0.0. |
query.invulnerable_ticks |
Returns the number of ticks of invulnerability the entity has left if it makes sense, else it returns 0.0 |
query.is_admiring |
Returns 1.0 if the entity is admiring, else it returns 0.0 |
query.is_alive |
returns 1.0 if the entity is alive, and 0.0 if it's dead |
query.is_angry |
Returns 1.0 if the entity is angry, else it returns 0.0 |
query.is_attached_to_entity |
Returns 1.0 if the actor is attached to an entity, else it will return 0.0 |
query.is_avoiding_block |
Returns 1.0 if the entity is fleeing from a block, else it returns 0.0 |
query.is_avoiding_mobs |
Returns 1.0 if the entity is fleeing from mobs, else it returns 0.0 |
query.is_baby |
Returns 1.0 if the entity is a baby, else it returns 0.0 |
query.is_breathing |
Returns 1.0 if the entity is breathing, else it returns 0.0 |
query.is_bribed |
Returns 1.0 if the entity has been bribed, else it returns 0.0 |
query.is_carrying_block |
Returns 1.0 if the entity is carrying a block, else it returns 0.0 |
query.is_casting |
Returns 1.0 if the entity is casting, else it returns 0.0 |
query.is_celebrating |
Returns 1.0 if the entity is celebrating, else it returns 0.0 |
query.is_celebrating_special |
Returns 1.0 if the entity is doing a special celebration, else it returns 0.0 |
query.is_charged |
Returns 1.0 if the entity is charged, else it returns 0.0 |
query.is_charging |
Returns 1.0 if the entity is charging, else it returns 0.0 |
query.is_chested |
Returns 1.0 if the entity has chests attached to it, else it returns 0.0 |
query.is_critical |
Returns 1.0 if the entity is critical, else it returns 0.0 |
query.is_croaking |
Returns 1.0 if the entity is croaking, else it returns 0.0 |
query.is_dancing |
Returns 1.0 if the entity is dancing, else it returns 0.0 |
query.is_delayed_attacking |
returns 1.0 if the entity is attacking using the delayed attack, else it returns 0.0 |
query.is_digging |
Returns 1.0 if the entity is digging, else it returns 0.0 |
query.is_eating |
Returns 1.0 if the entity is eating, else it returns 0.0 |
query.is_eating_mob |
Returns 1.0 if the entity is eating a mob, else it returns 0.0 |
query.is_elder |
Returns 1.0 if the entity is an elder version of it, else it returns 0.0 |
query.is_emerging |
Returns 1.0 if the entity is emerging, else it returns 0.0 |
query.is_emoting |
Returns 1.0 if the entity is emoting, else it returns 0.0 |
query.is_enchanted |
Returns 1.0 if the entity is enchanted, else it returns 0.0 |
query.is_fire_immune |
Returns 1.0 if the entity is immune to fire, else it returns 0.0 |
query.is_first_person |
Returns 1.0 if the entity is being rendered in first person mode, else it returns 0.0 |
query.is_ghost |
returns 1.0 if an entity is a ghost, else it returns 0.0 |
query.is_gliding |
Returns 1.0 if the entity is gliding, else it returns 0.0 |
query.is_grazing |
Returns 1.0 if the entity is grazing, or 0.0 if not |
query.is_idling |
Returns 1.0 if the entity is idling, else it returns 0.0 |
query.is_ignited |
Returns 1.0 if the entity is ignited, else it returns 0.0 |
query.is_illager_captain |
Returns 1.0 if the entity is an illager captain, else it returns 0.0 |
query.is_in_contact_with_water |
Returns 1.0 if the entity is in contact with any water (water, rain, splash water bottle), else it returns 0.0 |
query.is_in_love |
Returns 1.0 if the entity is in love, else it returns 0.0 |
query.is_in_ui |
Returns 1.0 if the entity is rendered as part of the UI, else it returns 0.0 |
query.is_in_water |
Returns 1.0 if the entity is in water, else it returns 0.0 |
query.is_in_water_or_rain |
Returns 1.0 if the entity is in water or rain, else it returns 0.0 |
query.is_interested |
Returns 1.0 if the entity is interested, else it returns 0.0 |
query.is_invisible |
Returns 1.0 if the entity is invisible, else it returns 0.0 |
query.is_item_equipped |
takes one optional hand slot as a parameter (0 or 'main_hand' for main hand, 1 or 'off_hand' for off hand), and returns 1.0 if there is an item in the requested slot (defaulting to the main hand if no parameter is supplied), otherwise returns 0.0. |
query.is_item_name_any |
Takes an equipment slot name (see the replaceitem command) and an optional slot index value. (The slot index is required for slot names that have multiple slots, for example 'slot.hotbar'.) After that, takes one or more full name (with 'namespace:') strings to check for. Returns 1.0 if an item in the specified slot has any of the specified names, otherwise returns 0.0. An empty string '' can be specified to check for an empty slot. Note that querying slot.enderchest, slot.saddle, slot.armor, or slot.chest will only work in behavior packs. A preferred query to query.get_equipped_item_name, as it can be adjusted by Mojang to avoid breaking content if names are changed. |
query.is_jump_goal_jumping |
Returns 1.0 if the entity is doing a jump goal jump, else it returns 0.0 |
query.is_jumping |
Returns 1.0 if the entity is in water or rain, else it returns 0.0 |
query.is_laying_down |
Returns 1.0 if the entity is laying down, else it returns 0.0 |
query.is_laying_egg |
Returns 1.0 if the entity is laying an egg, else it returns 0.0 |
query.is_leashed |
Returns 1.0 if the entity is leashed to something, else it returns 0.0 |
query.is_levitating |
Returns 1.0 if the entity is levitating, else it returns 0.0 |
query.is_lingering |
Returns 1.0 if the entity is lingering, else it returns 0.0 |
query.is_moving |
Returns 1.0 if the entity is moving, else it returns 0.0 |
query.is_name_any |
Takes one or more arguments. If the entity's name is any of the specified string values, returns 1.0. Otherwise returns 0.0. A preferred query to query.get_name, as it can be adjusted by Mojang to avoid breaking content if names are changed. |
query.is_on_fire |
returns 1.0 if the entity is on fire, else it returns 0.0 |
query.is_on_ground |
Returns 1.0 if the entity is on the ground, else it returns 0.0 |
query.is_on_screen |
returns 1.0 if this is called on an entity at a time when it is known if it is on screen, else it returns 0.0 |
query.is_onfire |
Returns 1.0 if the entity is on fire, else it returns 0.0 |
query.is_orphaned |
Returns 1.0 if the entity is orphaned, else it returns 0.0 |
query.is_owner_identifier_any |
Takes one or more arguments. Returns whether the root actor identifier is any of the specified strings. A preferred query to query.owner_identifier, as it can be adjusted by Mojang to avoid breaking content if names are changed. |
query.is_persona_or_premium_skin |
Returns 1.0 if the player has a persona or premium skin, else it returns 0.0 |
query.is_playing_dead |
Returns 1.0 if the entity is playing dead, else it returns 0.0 |
query.is_powered |
Returns 1.0 if the entity is powered, else it returns 0.0 |
query.is_pregnant |
Returns 1.0 if the entity is pregnant, else it returns 0.0 |
query.is_ram_attacking |
Returns 1.0 if the entity is using a ram attack, else it returns 0.0 |
query.is_resting |
Returns 1.0 if the entity is resting, else it returns 0.0 |
query.is_riding |
Returns 1.0 if the entity is riding, else it returns 0.0 |
query.is_roaring |
returns 1.0 if the entity is currently roaring, else it returns 0.0 |
query.is_rolling |
Returns 1.0 if the entity is rolling, else it returns 0.0 |
query.is_saddled |
Returns 1.0 if the entity has a saddle, else it returns 0.0 |
query.is_scared |
Returns 1.0 if the entity is scared, else it returns 0.0 |
query.is_selected_item |
returns true if the player has selected an item in the inventory, else it returns 0.0 |
query.is_shaking |
Returns 1.0 if the entity is casting, else it returns 0.0 |
query.is_shaking_wetness |
returns 1.0 if the entity is shaking water off, else it returns 0.0 |
query.is_sheared |
Returns 1.0 if the entity is able to be sheared and is sheared, else it returns 0.0 |
query.is_shield_powered |
Returns 1.0f if the entity has an active powered shield if it makes sense, else it returns 0.0 |
query.is_silent |
Returns 1.0 if the entity is silent, else it returns 0.0 |
query.is_sitting |
Returns 1.0 if the entity is sitting, else it returns 0.0 |
query.is_sleeping |
Returns 1.0 if the entity is sleeping, else it returns 0.0 |
query.is_sneaking |
Returns 1.0 if the entity is sneaking, else it returns 0.0 |
query.is_sneezing |
Returns 1.0 if the entity is sneezing, else it returns 0.0 |
query.is_sniffing |
Returns 1.0 if the entity is sniffing, else it returns 0.0 |
query.is_sprinting |
Returns 1.0 if the entity is sprinting, else it returns 0.0 |
query.is_stackable |
Returns 1.0 if the entity is stackable, else it returns 0.0 |
query.is_stalking |
Returns 1.0 if the entity is stalking, else it returns 0.0 |
query.is_standing |
Returns 1.0 if the entity is standing, else it returns 0.0 |
query.is_stunned |
returns 1.0 if the entity is currently stunned, else it returns 0.0 |
query.is_swimming |
Returns 1.0 if the entity is swimming, else it returns 0.0 |
query.is_tamed |
Returns 1.0 if the entity is tamed, else it returns 0.0 |
query.is_transforming |
Returns 1.0 if the entity is transforming, else it returns 0.0 |
query.is_using_item |
Returns 1.0 if the entity is using an item, else it returns 0.0 |
query.is_wall_climbing |
Returns 1.0 if the entity is climbing a wall, else it returns 0.0 |
query.item_in_use_duration |
Returns the amount of time an item has been in use in seconds up to the maximum duration, else 0.0 if it doesn't make sense |
query.item_is_charged |
takes one optional hand slot as a parameter (0 or 'main_hand' for main hand, 1 or 'off_hand' for off hand), and returns 1.0 if the item is charged in the requested slot (defaulting to the main hand if no parameter is supplied), otherwise returns 0.0. |
query.item_max_use_duration |
Returns the maximum amount of time the item can be used, else 0.0 if it doesn't make sense |
query.item_remaining_use_duration |
Returns the amount of time an item has left to use, else 0.0 if it doesn't make sense. Item queried is specified by the slot name 'main_hand' or 'off_hand'. Time remaining is normalized using the normalization value, only if one is given, else it is returned in seconds. |
query.item_slot_to_bone_name |
query.item_slot_to_bone_name requires one parameter: the name of the equipment slot. This function returns the name of the bone this entity has mapped to that slot. |
query.key_frame_lerp_time |
Returns the ratio between the previous and next key frames |
query.last_frame_time |
Returns the time in *seconds* of the last frame. If an argument is passed, it is assumed to be the number of frames in the past that you wish to query. 'query.last_frame_time' (or the equivalent 'query.last_frame_time(0)') will return the frame time of the frame before the current one. 'query.last_frame_time(1)' will return the frame time of two frames ago. Currently we store the history of the last 30 frames, although note that this may change in the future. Passing an index more than the available data will return the oldest frame stored. |
query.last_hit_by_player |
Returns 1.0 if the entity was last hit by the player, else it returns 0.0. If called by the client always returns 0.0 |
query.lie_amount |
Returns the lie down amount for the entity |
query.life_span |
returns the limited life span of an entity, or 0.0 if it lives forever |
query.life_time |
Returns the time in seconds since the current animation started, else 0.0 if not called within an animation |
query.lod_index |
Takes an array of distances and returns the zero - based index of which range the actor is in based on distance from the camera. For example, 'query.lod_index(10, 20, 30)' will return 0, 1, or 2 based on whether the mob is less than 10, 20, or 30 units away from the camera, or it will return 3 if it is greater than 30. |
query.log |
debug log a value to the content log |
query.main_hand_item_max_duration |
Returns the use time maximum duration for the main hand item if it makes sense, else it returns 0.0 |
query.main_hand_item_use_duration |
Returns the use time for the main hand item. |
query.mark_variant |
Returns the entity's mark variant |
query.max_durability |
Returns the max durability an item can take |
query.max_health |
Returns the maximum health of the entity, or 0.0 if it doesn't make sense to call on this entity. |
query.max_trade_tier |
Returns the maximum trade tier of the entity if it makes sense, else it returns 0.0 |
query.maximum_frame_time |
Returns the time in *seconds* of the most expensive frame over the last 'n' frames. If an argument is passed, it is assumed to be the number of frames in the past that you wish to query. 'query.maximum_frame_time' (or the equivalent 'query.maximum_frame_time(0)') will return the frame time of the frame before the current one. 'query.maximum_frame_time(1)' will return the maximum frame time of the previous two frames. Currently we store the history of the last 30 frames, although note that this may change in the future. Asking for more frames will result in only sampling the number of frames stored. |
query.minimum_frame_time |
Returns the time in *seconds* of the least expensive frame over the last 'n' frames. If an argument is passed, it is assumed to be the number of frames in the past that you wish to query. 'query.minimum_frame_time' (or the equivalent 'query.minimum_frame_time(0)') will return the frame time of the frame before the current one. 'query.minimum_frame_time(1)' will return the minimum frame time of the previous two frames. Currently we store the history of the last 30 frames, although note that this may change in the future. Asking for more frames will result in only sampling the number of frames stored. |
query.model_scale |
Returns the scale of the current entity |
query.modified_distance_moved |
Returns the total distance the entity has moved horizontally in meters (since the entity was last loaded, not necessarily since it was originally created) modified along the way by status flags such as is_baby or on_fire |
query.modified_move_speed |
Returns the current walk speed of the entity modified by status flags such as is_baby or on_fire |
query.moon_brightness |
Returns the brightness of the moon (FULL_MOON=1.0, WANING_GIBBOUS=0.75, FIRST_QUARTER=0.5, WANING_CRESCENT=0.25, NEW_MOON=0.0, WAXING_CRESCENT=0.25, LAST_QUARTER=0.5, WAXING_GIBBOUS=0.75). |
query.moon_phase |
Returns the phase of the moon (FULL_MOON=0, WANING_GIBBOUS=1, FIRST_QUARTER=2, WANING_CRESCENT=3, NEW_MOON=4, WAXING_CRESCENT=5, LAST_QUARTER=6, WAXING_GIBBOUS=7). |
query.movement_direction |
returns the specified axis of the normalized position delta of the entity |
query.noise |
Queries Perlin Noise Map |
query.on_fire_time |
returns the time that the entity is on fire, else it returns 0.0 |
query.out_of_control |
Returns 1.0 if the entity is out of control, else it returns 0.0 |
query.overlay_alpha |
已弃用(Do not use - this function is deprecated and will be removed) |
query.owner_identifier |
已弃用(Use query.is_owner_identifier_any instead if possible so names can be changed later without breaking content.)Returns the root actor identifier |
query.player_level |
returns the players level if the actor is a player, otherwise returns 0 |
query.position |
Returns the absolute position of an actor. Takes one argument that represents the desired axis (0 == x-axis, 1 == y-axis, 2 == z-axis). |
query.position_delta |
Returns the position delta for an actor. Takes one argument that represents the desired axis (0 == x-axis, 1 == y-axis, 2 == z-axis). |
query.previous_squish_value |
Returns the previous squish value for the current entity, or 0.0 if this doesn't make sense |
query.remaining_durability |
Returns the how much durability an item has remaining |
query.roll_counter |
Returns the roll counter of the entity |
query.rotation_to_camera |
Returns the rotation required to aim at the camera. Requires one argument representing the rotation axis you would like (0 for x, 1 for y) |
query.shake_angle |
returns the shaking angle of the entity if it makes sense, else it returns 0.0 |
query.shake_time |
Returns the shake time of the entity. |
query.shield_blocking_bob |
Returns the how much the offhand shield should translate down when blocking and being hit. |
query.show_bottom |
Returns 1.0 if we render the entity's bottom, else it returns 0.0 |
query.sit_amount |
Returns the current sit amount of the entity |
query.skin_id |
Returns the entity's skin ID |
query.sleep_rotation |
returns the rotation of the bed the player is sleeping on. |
query.sneeze_counter |
Returns the sneeze counter of the entity |
query.spellcolor |
Returns a struct representing the entity spell color for the specified entity. The struct contains '.r' '.g' '.b' and '.a' members, each 0.0 to 1.0. If no actor is specified, each member value will be 0.0 |
query.standing_scale |
Returns the scale of how standing up the entity is |
query.structural_integrity |
returns the structural integrity for the actor, otherwise returns 0 |
query.swell_amount |
Returns how swollen the entity is |
query.swelling_dir |
Returns the swelling direction of the entity if it makes sense, else it returns 0.0 |
query.swim_amount |
Returns the amount the current entity is swimming |
query.tail_angle |
returns the angle of the tail of the entity if it makes sense, else it returns 0.0 |
query.target_x_rotation |
Returns the x rotation required to aim at the entity's current target if it has one, else it returns 0.0 |
query.target_y_rotation |
Returns the y rotation required to aim at the entity's current target if it has one, else it returns 0.0 |
query.texture_frame_index |
Returns the icon index of the experience orb |
query.time_of_day |
Returns the time of day (midnight=0.0, sunrise=0.25, noon=0.5, sunset=0.75) of the dimension the entity is in. |
query.time_stamp |
Returns the current time stamp of the level |
query.total_emitter_count |
Returns the total number of active emitters in the world |
query.total_particle_count |
Returns the total number of active particles in the world |
query.trade_tier |
Returns the trade tier of the entity if it makes sense, else it returns 0.0 |
query.unhappy_counter |
Returns how unhappy the entity is |
query.variant |
Returns the entity's variant index |
query.vertical_speed |
Returns the speed of the entity up or down in meters/second, where positive is up |
query.walk_distance |
Returns the walk distance of the entity. |
query.wing_flap_position |
Returns the wing flap position of the entity, or 0.0 if this doesn't make sense |
query.wing_flap_speed |
Returns the wing flap speed of the entity, or 0.0 if this doesn't make sense |
query.yaw_speed |
Returns the entity's yaw speed |
名称 | 描述 |
---|---|
query.actor_property |
(实验性。启用‘假日创作者功能’和‘即将推出的创作者功能’以使用。)Takes one argument: the name of the property on the entity. Returns the value of that property if it exists, else 0.0 if not. |
query.biome_has_all_tags |
(实验性。启用‘Molang功能’以使用。)Takes either no position (assumes the current entity position) or three parameters: x, y, z (representing the world-origin-relative position), followed by whatever tags you want to query for, and returns 1 if all of them exist in the biome, else it returns 0. Eg: query.biome_has_all_tags('is_cold', 'has_trees') |
query.biome_has_any_tag |
(实验性。启用‘Molang功能’以使用。)Takes either no position (assumes the current entity position) or three parameters: x, y, z (representing the world-origin-relative position), followed by whatever tags you want to query for, and returns 1 if any of them exist in the biome, else it returns 0. Eg: query.biome_has_any_tag('is_cold', 'has_trees') |
query.block_has_all_tags |
(实验性。启用‘Molang功能’以使用。)Takes a world-origin-relative position and one or more tag names, and returns either 0 or 1 based on if the block at that position has all of the tags provided |
query.block_has_any_tag |
(实验性。启用‘Molang功能’以使用。)Takes a world-origin-relative position and one or more tag names, and returns either 0 or 1 based on if the block at that position has any of the tags provided |
query.block_neighbor_has_all_tags |
(实验性。启用‘Molang功能’以使用。)Takes a block-relative position and one or more tag names, and returns either 0 or 1 based on if the block at that position has all of the tags provided |
query.block_neighbor_has_any_tag |
(实验性。启用‘Molang功能’以使用。)Takes a block-relative position and one or more tag names, and returns either 0 or 1 based on if the block at that position has any of the tags provided |
query.bone_orientation_matrix |
(实验性。启用‘Molang功能’以使用。)Takes the name of the bone as an argument. Returns the bone orientation (as a matrix) of the desired bone provided it exists in the queryable geometry of the mob, else this returns the identity matrix and throws a content error. |
query.bone_orientation_trs |
(实验性。启用‘Molang功能’以使用。)TRS stands for Translate/Rotate/Scale. Takes the name of the bone as an argument. Returns the bone orientation matrix decomposed into the component translation/rotation/scale parts of the desired bone provided it exists in the queryable geometry of the mob, else this returns the identity matrix and throws a content error. The returned value is returned as a variable of type 'struct' with members '.t', '.r', and '.s', each with members '.x', '.y', and '.z', and can be accessed as per the following example: v.my_variable = q.bone_orientation_trs('rightarm'); return v.my_variable.r.x; |
query.client_input_type |
(实验性。启用‘Molang功能’以使用。)Returns either 'mouse', 'touch', 'gamepad', or 'motion_controller' depending on the type of input used by the current client. |
query.cooldown_time |
(实验性。启用‘Molang功能’以使用。)Returns the total cooldown time in seconds for the item held or worn by the specified equipment slot name (and optional second numerical slot id), otherwise returns 0. Uses the same name and id that the replaceitem command takes when querying entities. |
query.cooldown_time_remaining |
(实验性。启用‘Molang功能’以使用。)Returns the cooldown time remaining in seconds for specified cooldown type or the item held or worn by the specified equipment slot name (and optional second numerical slot id), otherwise returns 0. Uses the same name and id that the replaceitem command takes when querying entities. Returns highest cooldown if no parameters are supplied. |
query.get_nearby_entities |
(实验性。启用‘Molang功能’以使用。)Returns the list of entities within the specified distance, taking an optional second argument as a filter for which mob types to accept (eg: 'minecraft:pig'). |
query.get_nearby_entities_except_self |
(实验性。启用‘Molang功能’以使用。)Returns the list of entities within the specified distance, taking an optional second argument as a filter for which mob types to accept (eg: 'minecraft:pig'). |
query.get_ride |
(实验性。启用‘Molang功能’以使用。)Returns the entity this entity is riding if it is riding something, else it returns 0 |
query.get_riders |
(实验性。启用‘Molang功能’以使用。)Returns the array of entities that are riding this entity |
query.has_actor_property |
(实验性。启用‘假日创作者功能’和‘即将推出的创作者功能’以使用。)Takes one argument: the name of the property on the Actor. Returns 1.0 if a property with the given name exists, 0 otherwise. |
query.has_player_rider |
(实验性。启用‘Molang功能’以使用。)Returns 1 if the entity has a player riding it, else it returns 0 |
query.is_attached |
(实验性。启用‘Molang功能’以使用。)Returns 1.0 if the actor is attached to another actor (such as being held or worn), else it will return 0.0 |
query.is_cooldown_type |
(实验性。启用‘Molang功能’以使用。)Returns 1.0 if the specified held or worn item has the specified cooldown type name, otherwise returns 0.0. First argument is the cooldown name to check for, second argument is the equipment slot name, and optional third argument is the numerical slot id. For second and third arguments, uses the same name and id that the replaceitem command takes when querying entities. |
query.relative_block_has_all_tags |
(实验性。启用‘Molang功能’以使用。)Takes an entity-relative position and one or more tag names, and returns either 0 or 1 based on if the block at that position has all of the tags provided |
query.relative_block_has_any_tag |
(实验性。启用‘Molang功能’以使用。)Takes an entity-relative position and one or more tag names, and returns either 0 or 1 based on if the block at that position has any of the tags provided |
query.scoreboard |
(实验性。启用‘Molang功能’以使用。)已弃用(The coming Actor Property feature will replace the need for querying hidden scoreboard data. Current client-side scoreboard code is only meant for supporting the standard UI elements.)Takes one argument - the name of the scoreboard entry for this entity. Returns the specified scoreboard value for this entity. |
query.self |
(实验性。启用‘Molang功能’以使用。)Returns the current entity |
query.target |
(实验性。启用‘Molang功能’以使用。)Returns the target of the current entity if one exists |
Some operators may be behind experimental gameplay toggles (see list below). After getting feedback, we can adjust them further or move them into general availability.- (There are currently no Experimental Operators)返回顶部
Molang uses the `"min_engine_version"` from the `manifest.json` of the resource or behavior pack that contains each Molang expression to determine which version of the rules to apply. This allows for changes to how Molang works without breaking existing content. Molang Versioned Change versions apply to each expression separately, so it's possible to have different versions active if multiple packs are loaded. This is a list of the Versioned Changes that have been added, along with the corresponding game version. To know which Versioned Changes are in effect, look at the `"min_engine_version"` of the `manifest.json` of the resource or behavior pack that contains your Molang expression. Any Versioned Change with a version less than or equal to that version number will be in effect.
包的min_engine_version | 描述 |
---|---|
1.17.0 | Initial support for Versioned Changes added. (Not actually a Versioned Change) |
1.17.30 | Fixed query.item_remaining_use_duration conversion from ticks to seconds (multiplied by 20 instead of dividing). Also fixed normalization logic in that query to go from 1 down to 0 instead of 0 up to 1. |
1.17.40 | Added some new error messages for invalid expressions which previously ran with probably unexpected results. For example "'text' + 1" will now cause a content error. |
1.17.40 | Added error detection for too many operators in parentheses or brackets, for example: `1+(2 3)`. Also added more explicit error detection for when an unknown token is encountered. |
1.18.10 | Fixed conditional (ternary) operator associativity. Previously nested conditional expressions like `A ? B : C ? D : E` would evaluate as `(A ? B : C) ? D : E`. Now they evaluate as `A ? B : (C ? D : E)`. |
1.18.20 | Fixed Logical AND to evaluate before Logical OR, and for comparison operators to evaluate before equality operators. For example `A && B || C` now evaluates as `(A && B) || C` instead of `A && (B || C)`. And `A < B == C > D` now evalutes as `(A < B) == (C > D)` instead of `((A < B) == C) > D`. |