This function is unique to . 

<participant>.dat information are utilized by servers to retailer the state of particular person gamers. The format can also be used inside degree.dat information to retailer the state of the singleplayer participant, which overrides any <participant>.dat information with the identical identify because the singleplayer participant. These information are in NBT format.

Contents

  • 1 NBT construction
  • 2 Merchandise construction
    • 2.1 Common Tags
    • 2.2 Block Tags
    • 2.3 Enchantments
    • 2.4 Attribute Modifiers
    • 2.5 Potion Results
    • 2.6 Crossbows
    • 2.7 Show Properties
    • 2.8 Written Books
    • 2.9 Ebook and Quills
    • 2.10 Participant Heads
    • 2.11 Firework Rockets
    • 2.12 Firework Stars
    • 2.13 Armor Stands and Spawn Eggs
    • 2.14 Buckets of Fish
    • 2.15 Maps
    • 2.16 Suspicious Stew
    • 2.17 Debug Sticks
    • 2.18 Compasses
    • 2.19 Bundle
  • 3 Stock slot numbers
  • 4 Historical past
  • 5 References

NBT construction[edit]

  • The basis tag. In degree.dat information, this tag is named “Player”.
    • Tags frequent to all entities
    • besides the id, CustomName and CustomNameVisible

    • Tags frequent to all mobs
    • besides HandItems, ArmorItems, HandDropChances, ArmorDropChances, CanPickUpLoot, PersistenceRequired and Leash

    •  DataVersion: Model of the participant NBT construction. Is elevated with each new snapshot and launch.
    •  playerGameType: The sport mode of the participant. 0 is Survival, 1 is Inventive, 2 is Journey and three is Spectator.
    •  previousPlayerGameType: The earlier sport mode of the participant.
    •  Rating: The Rating displayed upon loss of life.
    •  Dimension: A namespaced ID of the dimension the participant is in. Used to retailer the gamers final recognized location together with Pos.
    •  SelectedItemSlot: The chosen hotbar slot of the participant.
    •  SelectedItem: Knowledge of the merchandise at present being held by the participant, excluding the Slot tag.
      • See Merchandise Format.
    •  SpawnDimension: Could not exist. The dimension of the participant’s mattress or respawn anchor. These tags are solely eliminated if the participant makes an attempt to respawn with no legitimate mattress or respawn anchor to spawn at at these coordinates. They’re unaffected by breaking a mattress or respawn anchor at these coordinates, and are unaffected by the participant’s loss of life.
    •  SpawnX:
    •  SpawnY: Could not exist. The coordinates of the participant’s mattress or respawn anchor. These tags are solely eliminated if the participant makes an attempt to respawn with no legitimate mattress or respawn anchor to spawn at at these coordinates. They’re unaffected by breaking a mattress or respawn anchor at these coordinates, and are unaffected by the participant’s loss of life.
    •  SpawnZ:
    •  SpawnForced: 1 or 0 (true/false) – Could not exist. True if the participant ought to spawn on the above coordinates even when no mattress may be discovered.
    •  SleepTimer: The variety of ticks the participant had been in mattress. No impact.
    •  foodLevel: The worth of the starvation bar; 20 is full. See Starvation.
    •  foodExhaustionLevel: See Starvation.
    •  foodSaturationLevel: See Starvation.
    •  foodTickTimer: See Starvation.
    •  XpLevel: The extent proven on the XP bar.
    •  XpP: The progress/p.c throughout the XP bar to the following degree.
    •  XpTotal: The whole quantity of XP the participant has collected over time; used for the Rating upon loss of life.
    •  XpSeed: The seed used for the following enchantment in enchantment tables.
    •  Stock: Every compound tag on this record is an merchandise within the participant’s stock. (Notice: when empty, record sort could have sudden worth.)
      • An merchandise within the stock, contains the Slot tag.
        • See Merchandise Construction beneath.
    •  EnderItems: Every compound tag on this record is an merchandise within the participant’s 27-slot ender chest stock. (Notice: when empty, record sort could have sudden worth.)
      • An merchandise within the stock, contains the Slot tag – slots are numbered 0 to 26, inclusive.
        • See Merchandise Construction beneath.
    •  talents: The skills this participant has.
      •  walkSpeed: The strolling velocity, at all times 0.1.
      •  flySpeed: The flying velocity, at all times 0.05.
      •  mayfly: 1 or 0 (true/false) – true if the participant can fly.
      •  flying: 1 or 0 (true/false) – true if the participant is at present flying.
      •  invulnerable: 1 or 0 (true/false) – true if the participant is resistant to all harm and dangerous results aside from void harm. (harm attributable to the /kill command is void harm)
      •  mayBuild: 1 or 0 (true/false) – true if the participant can place and destroy blocks.
      •  instabuild: 1 or 0 (true/false) – true if the participant can immediately destroy blocks.
    •  enteredNetherPosition: Non-compulsory. The Overworld place from which the participant entered the Nether, to be used with the minecraft:nether_travel development set off. The tag is about each time the participant passes by means of a portal from the Overworld to the Nether. When coming into a dimension apart from the nether by not respawning, the tag is eliminated. Coming into the Nether with out utilizing a portal doesn’t replace the tag.
      •  x: The X coordinate.
      •  y: The Y coordinate.
      •  z: The Z coordinate.
    •  RootVehicle: The basis entity that the participant is driving. Non-compulsory.
      •  Connect: The UUID of the entity the participant is driving, saved as 4 ints.
      •  Entity: The NBT information of the basis automobile.
        • See Entity Format.
    •  ShoulderEntityLeft: The entity that’s on the participant’s left shoulder. All the time shows as a parrot.
      • See Entity Format.
    •  ShoulderEntityRight: The entity that’s on the participant’s proper shoulder. All the time shows as a parrot.
      • See Entity Format.
    •  seenCredits: 1 or 0 (true/false) – true if the participant has traveled to the Overworld by way of an Finish portal.
    •  recipeBook: Comprises a JSON object detailing recipes the participant has unlocked.
      • See Recipe Ebook#Knowledge values.
See also  ▷ ¿Sabes qué es el ECUALIZADOR PARA PC?, te lo contamos aquí

Merchandise construction[edit]

Objects are used each within the participant’s stock and Ender stock, and in chest tile entities, dropped merchandise entities, furnace tile entities, brewing stand tile entities, and Villager buying and selling recipes. Generally a Slot tag is used to specify the slot the merchandise is in, corresponding to with chests; different occasions there isn’t any Slot tag, corresponding to with dropped gadgets.

    •  Rely: Variety of gadgets stacked on this stock slot. Any merchandise may be stacked, together with instruments, armor, and automobiles. Vary is -128 to 127. Values of 1 usually are not displayed in-game. Values beneath 1 are displayed in purple.
    •  Slot: The stock slot the merchandise is in.
    •  id: Merchandise/Block ID. If not specified, Minecraft modifications the merchandise to stone when loading the chunk or summoning the merchandise. tag: Extra details about the merchandise, mentioned extra within the subsections of the merchandise construction part. This tag is optionally available for many gadgets. Not like different entity or block NBT, this tag is rarely deserialized and may maintain person outlined tags that aren’t utilized by the sport by customary.

Common Tags[edit]

Objects with sturdiness may be made unbreakable and by no means lose any sturdiness. Moreover, gadgets can have specs for Journey mode to explain which blocks could also be damaged with them.

  •  tag: Guardian tag.
    •  Harm: The harm worth for this merchandise. Defaults to 0.
    •  Unbreakable: 1 or 0 (true/false) – if true, the merchandise would not lose sturdiness when used.
    •  CanDestroy: The one blocks this merchandise could break when utilized by a participant in journey mode.
      • : The blocks’ namespaced ID or tag.
    •  CustomModelData: A price used within the "custom_model_data" merchandise tag within the overrides of merchandise fashions.

Block Tags[edit]

Blocks may be given tags to specify what blocks they could be positioned in opposition to in Journey mode, and to specify what Tile Entity NBT tags to use to them when positioned.

See also  Plugins

  •  tag: Guardian tag
    •  CanPlaceOn: Determines which blocks that blocks with this tag may be positioned in opposition to in journey mode.
      • : The block ID.
    •  BlockEntityTag: Block entity NBT tags that are utilized when this block is positioned.[1] Used to retailer information on banners and shields or on blocks obtained in inventive by holding ctrl (or ⌘ Cmd on mac) and urgent choose block on a block containing a block entity.
      • See Block Entity Format. Excludes x, y, z, and id tags.
    •  BlockStateTag: A compound the place every secret’s a block state key, and the worth is the block state worth to pressure place for this block.
      •  : The block state worth of the block to edit, for instance dealing with: "east".

Enchantments[edit]

There are two methods enchantments are related to gadgets; the primary method is that the merchandise is definitely enchanted and the enchantment impacts the conduct of the merchandise, and the second method is that the merchandise is an enchanted ebook which merely shops the enchantments with out truly affecting the conduct of the merchandise. There may be additionally the RepairCost tag which tracks anvil utilization for gadgets, making them extra pricey with each use of the anvil.

  •  tag: Guardian tag.
    •  Enchantments: Comprises enchantments on this merchandise that have an effect on the way in which the merchandise works.
      • : A single enchantment.
        •  id: The identify of the enchantment.
        •  lvl: The extent of the enchantment, the place 1 is degree 1. Saved as brief when created by enchanting tables or loot tables, however learn as an int and helps full int vary. ‌ lvl: The extent of the enchantment, the place 1 is degree 1. Values are clamped between 0 and 255 when studying. ‌ StoredEnchantments: Comprises enchantments for enchanted books.
          • : A saved enchantment, equivalent construction to every enchantment in Enchantments.
        •  RepairCost: Variety of expertise ranges so as to add to the bottom degree price when repairing, combining, or renaming this merchandise with an Anvil.

StoredEnchantments tooltips usually are not displayed if edited onto an merchandise apart from an enchanted ebook. Enchantments saved in Enchantments, nonetheless, are at all times displayed within the tooltip and trigger the merchandise to glow, even when they can not have any impact.

Attribute Modifiers[edit]

All gadgets may be given Modifiers which have an effect on numerous Attributes of the participant or mob sporting or holding them. Notice that if an merchandise has default attribute modifiers, these stop to exist if this tag is added (e.g. a diamond sword given an empty AttributeModifiers record not offers a lift to wreck). Additionally be aware that default attribute modifiers don’t use this tag, and as such, it doesn’t seem on a pure merchandise.

  •  tag: Guardian tag.
    •  AttributeModifiers: Comprises Attribute Modifiers on this merchandise which modify Attributes of the wearer or holder (if the merchandise shouldn’t be within the hand or armor slots, it has no impact).
      • : A single Attribute Modifier.
        •  AttributeName: The identify of the Attribute this Modifier is to behave upon.
        •  Title: The identify of the Modifier. Has no recognized impact.
        •  Slot: Slot the merchandise have to be in for the modifier to take impact. “mainhand”, “offhand”, “feet”, “legs”, “chest”, or “head”.
        •  Operation: Modifier Operation. See Attribute Modifiers for information.
        •  Quantity: Quantity of change from the modifier.
        •  UUID: The modifier’s UUID, saved as 4 ints. Used when equipping and unequipping the merchandise to establish which modifier so as to add or take away from the entity.
See also  Skate 3 100% Save with Colored Grip tape and Skatecreate Graphics!!

Potion Results[edit]

Potions, splash potions, lingering potions, and tipped arrows can have a number of, personalized results by way of the CustomPotionEffects tag. These results are added to the default impact underneath the Potion tag if current. As well as the colour may be overridden with the CustomPotionColor tag.

  •  tag: Guardian tag.
    •  CustomPotionEffects: The customized potion results (standing results) this potion or tipped arrow has.
      • Certainly one of these for every impact.
        •  Id: The numeric ID of the impact.
        •  Amplifier: The amplifier of the impact, with degree I having worth 0. Damaging ranges are mentioned right here. Non-compulsory, and defaults to degree I.
        •  Length: The period of the impact in ticks. Values 0 or decrease are handled as 1. Non-compulsory, and defaults to 1 tick.
        •  Ambient: 1 or 0 (true/false) – whether or not or not that is an impact supplied by a beacon and subsequently needs to be much less intrusive on the display. Non-compulsory, and defaults to false.
        •  ShowParticles: 1 or 0 (true/false) – whether or not or not this impact produces particles. Non-compulsory, and defaults to true.
        •  ShowIcon: 1 or 0 (true/false) – true if impact icon is proven. false if no icon is proven.
    •  Potion: The identify of the default potion impact. This identify differs from the standing impact identify. For instance, the worth for an “Instant Health II” potion is “minecraft:strong_healing”. A potion or tipped arrow getting its results from this tag is called with the right impact. The default worth is “minecraft:empty”, which provides it the “Uncraftable” identify.
    •  CustomPotionColor: The merchandise makes use of this practice colour, and area-of-effect clouds, arrows, and splash and lingering potions use it for his or her particle results. This colour doesn’t lengthen, nonetheless, to the particles given off by entities who in the end obtain the impact. The numeric colour code are calculated from the Crimson, Inexperienced and Blue elements utilizing this components: Crimson<<16 + Inexperienced<<8 + Blue. For optimistic values bigger than 0x00FFFFFF, the highest byte is ignored. All destructive values produce white.

Crossbows[edit]

Crossbows use NBT information to save lots of what merchandise is charged within the crossbow

  •  tag: Guardian tag.
    •  ChargedProjectiles: The gadgets this crossbow has charged, usually one entry (three if enchanted with multishot)
      • : A charged merchandise.
        • Tags frequent to all gadgets
    •  Charged: If the crossbow is charged.

Show Properties[edit]

Leather-based armor may be coloured, and all gadgets can have customized show names and lore. Varied tooltips can be hidden.

  •  tag: Guardian tag.
    •  show: Show properties.
      •  colour: The colour of the leather-based armor. The tooltip shows “Dyed” if superior tooltips are disabled, in any other case it shows the hexadecimal colour worth. Coloration codes are calculated from the Crimson, Inexperienced and Blue elements utilizing this components:
        Crimson<<16 + Inexperienced<<8 + Blue[2]
      •  Title: The JSON textual content element to make use of to show the merchandise.
      •  Lore: Record of strings to show as lore for the merchandise.
        • A line of textual content for the lore of an merchandise.
    •  HideFlags: Bit subject figuring out which components of the tooltip to cover on an merchandise. 1 for “Enchantments”, 2 for “AttributeModifiers”, 4 for “Unbreakable”, 8 for “CanDestroy”, 16 for “CanPlaceOn”, 32 for numerous different info (together with potion results, “StoredEnchantments”, written ebook “generation” and “author”, “Explosion”, “Fireworks”, and map tooltips), and 64 for “Dyed” on leather-based armors. For instance, setting to three () would conceal each “Enchantments” () and “AttributeModifiers” () tags, and setting to 127 would conceal every little thing.

Written Books[edit]

Written ebook

Leave a Reply

Your email address will not be published.