Denizen Script Mechanisms


Mechanisms are found in object properties, the 'adjust' command, and similar. These are used to change the state of an object.
Learn about how mechanisms work in The Beginner's Guide.


Showing 1 out of 652 mechanisms...
Namecharged
ObjectEntityTag
InputElementTag(Boolean)
Related Tags<EntityTag.charged> (Property) If the entity is wither_skull, controls whether the skull is charged. Charged skulls are blue. (...)
Description(Property) If the entity is wither_skull, controls whether the skull is charged. Charged skulls are blue.
If the entity is a vex, controls whether the vex is charging. Charging vexes have red lines.
This is a visual effect, and does not cause the vex to actually charge at anyone.
If the entity is a guardian, controls whether the guardian's laser is active.
Note that guardians also require a target to use their laser, see Command:attack.
Generated Example
- adjust <player> charged:false
GroupProperties
Sourcehttps://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/properties/entity/EntityCharged.java#L10