#(hey_its_la) How to stop an enemy from burning in the sun?
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(hey_its_la) How to stop an enemy from burning in the sun?
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!m should_burn
(Property) If the entity is a Zombie, Skeleton, or Phantom, controls whether it should burn in daylight.
Paper
Properties
EntityTag
ElementTag(Boolean)
<EntityTag.should_burn> (Property) If the entity is a Zombie, Skeleton, or Phantom, controls wheth...
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@fierce merlin
Is there a way that I can make it so that a flagged mob doesn't despawn?
!m entitytag.persistent
Sets whether the mob-entity will not be removed completely when far away from players.
This is Bukkit's "setRemoveWhenFarAway" which is Mojang's "isPersistenceRequired".
In many cases, !mechanism EntityTag.force_no_persist may be preferred.
The entity must be a mob-type entity.
EntityTag
ElementTag(Boolean)
<EntityTag.is_persistent> Returns whether the mob-entity will not be removed completely when far a...
Depends on the reason for despawning, but generally you should make them persistent.
Otherwise.
!e entity despawns
Entity
this event fires very rapidly.
<entity> despawns
cause:<cause> to only process the event when it came from a specified cause.
when an entity despawns permanently from the world. May fire repeatedly for one entity.
when the entity that despawned is an NPC.
<context.entity> returns the entity that despawned.
<context.cause> returns the reason the entity despawned. Can be: DEATH, CHUNK_UNLOAD, CITIZENS, or OTHER
True - this adds switches in:<area> + location_flagged:<flag name>.
Be wear of that warning.
Thank you! I've made a system similar to Bloodborne where if you kill an enemy, you get their souls, and if an enemy kills you, they get all of your souls when you die, but that enemy now glows when they possess someone's souls, if you kill that mob you get all the souls (back)