747 lines
21 KiB
Markdown
747 lines
21 KiB
Markdown
---
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title: Item Functions
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category: Documentation
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nav_order: 4
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tags:
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- Stable
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- Last updated for Version 1.18.10
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mentions:
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- Ciosciaa
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- MedicalJewel105
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- ThomasOrs
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toc_max_level: 1
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---
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Item functions modify the nature of an item in [loot tables](/wiki/loot/loot-tables) and [trade tables](/wiki/loot/trade-tables).
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TODO
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can enchantments be prefixed with minecraft:/whatever?
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Functions
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Note that every single thing tested here was in trade tables only
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Usable in loot tables and trade tables only
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Are objects with `function` and other props…
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None accept Molang
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No Java additional functions or properties were successful
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All may be prefixed with any sequence of text followed by a colon, like `minecraft:exploration_map` or `d1245436576u:fio2ejfoijfiowejf::::::exploration_map`
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## General
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A handful of functions are available for basic item properties. These functions are usable on any item.
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| Function | Container Loot | Block Drops | Fishing | Entity Drops | Entity Equipment | Trade Tables |
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| -------------------- | -------------- | ----------- | ------- | ------------ | ---------------- | ------------ |
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| `set_count` | ✅ | ✅ | ✅ | ✅ | ✅ | ❌ |
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| `set_name` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `set_lore` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `set_data` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `random_block_state` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `random_aux_value` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `set_damage` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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### Count
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ❌ |
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::: tip NOTE
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Trade tables use the [`"quantity"` property](/wiki/loot/trade-tables#quantity) to set their count.
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:::
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The `set_count` function sets the count for that item entry.
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<CodeHeader>Count Function</CodeHeader>
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```json
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{
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"function": "set_count",
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"count": {
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"min": 2,
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"max": 4
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}
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}
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```
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The `"count"` property determines how many of that item should be yielded; it can either be provided as an integer or a [range object](#). Provided counts values may be larger than the stack size for that item. When this happens, the item will leak into other slots if in a container or separate into multiple different item stacks if dropped into the world. The count property actually defaults to `0`, so it should always be included.
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### Name
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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The name of an item can be set using the `set_name` function. Names are visible in the user interface when hovering over an item. Names can be changed by players using anvils.
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<CodeHeader>Name Function</CodeHeader>
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```json
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{
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"function": "set_name",
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"name": "Cursed Bow"
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}
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```
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The name to give the item is given with the string `"name"` property. By default, name text appears italicized. However, item names support format codes, and `§r` can be inserted at the start of the text to reset it to non-italics. Raw text is unsupported in item names. `\n` can be used for newlines.
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### Lore
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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The `set_lore` function sets the lore for an item.
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<CodeHeader>Lore Function</CodeHeader>
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```json
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{
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"function": "set_lore",
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"lore": [
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"",
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""
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]
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}
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```
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The `"lore"` property configures the lore. It can be represented as either a string or an array of strings. All lore strings support format codes but do not support localization. In the array form, each string represents a new line of lore. Each such string's formatting context is independent, meaning formatting will reset with each string. By default, purple and italicized text is used for lore; this can be reset by prepending the reset format code (`§r`) to each string as necessary. `\n` can be used within any lore string to form a newline while preserving the current formatting context.
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### Data
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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`set_data` establishes the data for the given item, similar to the argument in the `/give` command. If used on a block, it will set the block's data value. If used on an item, it will set it's aux value. Unlike the command, however, `set_data` cannot set the durability of an item. For that, use [`durability`](#durability).
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<CodeHeader>Data Function</CodeHeader>
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```json
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{
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"function": "set_data",
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"data": 2
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}
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```
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The `"data"` property sets the item's data. If not provided, it will default to `0`. `"data"` can either be provided as an integer or a range object.
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As an integer:
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```json
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"data": 1
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```
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As a range object:
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```json
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"data": {
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"min": 0,
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"max": 5
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}
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```
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The object form will randomly select a data value inclusively between the provided minimum and maximum each instance this function's item entry is selected.
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### Block State
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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`random_block_state` sets an individual block state for a block.
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<CodeHeader>Block State Function</CodeHeader>
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```json
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{
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"function": "random_block_state",
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"block_state": "wiki:color",
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"values": 3
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}
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```
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Sets a block state for a block
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block_state
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Required string name of block state
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values
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Can be number or min/max object
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Defaults to 0… kinda required otherwise pointless? IDK…
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### Aux Value
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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`random_aux_value`
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<CodeHeader>Aux Value Function</CodeHeader>
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```json
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{
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"function": "random_aux_value",
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"values": {
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"min": 2,
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"max": 4
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}
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}
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```
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Sets aux value of an item
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values
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Can be integer or min/max object
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Min/max object chosen uniformly randomly
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Only used for aux value; won't, for example, set damage of a tool but will set color of wool
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Overrides any provided aux value as identifier `:suffix`, like `minecraft:wool:10`
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Works on block data, too
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### Durability
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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Item durability can be set using the `set_damage` function.
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<CodeHeader>Durability Function</CodeHeader>
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```json
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{
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"function": "set_damage",
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"damage": {
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"min": 0.5,
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"max": 1
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}
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}
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```
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The `"damage"` property sets the item's durability. It can be represented either as a number or a [range object](#). Values are intended to range from `0` to `1`, where `0` is the minimum possible durability for an item and `1` is undamaged.
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## Item-Specific Data
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Some functions are only usable by a certain set of items. See each function for which items are relevant.
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| Function | Container Loot | Block Drops | Fishing | Entity Drops | Entity Equipment | Trade Tables |
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| -------------------- | -------------- | ----------- | ------- | ------------ | ---------------- | ------------ |
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| `furnace_smelt` | ❌ | ❌ | ❌ | ✅ | ❌ | ❌ |
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| `set_book_contents` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `exploration_map` | ✅ | ✅ | ✅ | ✅ | ✅ | ⚠️ |
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| `set_banner_details` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `random_dye` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `set_actor_id` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `fill_container` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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### Heat Item
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ❌ |
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| Block drops | ❌ |
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| Fishing | ❌ |
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| Entity drops | ✅ |
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| Entity equipment | ❌ |
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| Trade table | ❌ |
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`furnace_smelt`
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<CodeHeader>Heat Item Function</CodeHeader>
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```json
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{
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"function": "furnace_smelt"
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}
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```
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auto-implies that the entity must’ve been on fire when they died
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Vanilla files use a function condition for this, but even removing that condition still implies that the entity must’ve died on fire for the furnace_smelt function to trigger
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### Book Contents
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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`set_book_contents`
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<CodeHeader>Book Contents Function</CodeHeader>
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```json
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{
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"function": "set_book_contents",
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"title": "",
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"author": "",
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"pages": [
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"",
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""
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]
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}
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```
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Sets data for a book
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Can only be used on `writable_book` or `written_book`
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author
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String name of the author
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title
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String name of the book
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pages
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Array of strings — each string is the contents of that page
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Supports up to 50 strings and 798 characters per string
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12,800 character limit across all pages
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Use `\n` in the string (not `\\n`) to add newlines
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Can’t use tabs
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Can use color codes; Each different page string resets the color codes each time
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### Exploration Map
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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`exploration_map`
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<CodeHeader>Exploration Map Function</CodeHeader>
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```json
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{
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"function": "exploration_map",
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"destination": "village"
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}
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```
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trade table info:
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destination
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Currently only `monument` `mansion`.
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Nothing else, not even buried treasure (this one looks like it’ll work — names the map right instead of Unknown Map like the others, but it doesn’t point anywhere). :(
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Loot table info:
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Destination
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Works for any /locate location (see old recipe notes for caveats there; this is for container loot tables)
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Only works if in the appropriate dimension
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If a mansion or monument, gets named, colored, and icon’d correctly, corresponding to the right marker decoration
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If invalid or no destination is given, shows no marker but still has the river and ocean lines on the map
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Works in containers and both entity equipment and drops
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Keep in mind how only 2 locations worked from traders
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### Banner Type
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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`set_banner_details`
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<CodeHeader>Banner Type Function</CodeHeader>
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```json
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{
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"function": "set_banner_details"
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}
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```
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Sets type of a `banner` (only usable on this)
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type
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Can only be 0 or 1
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0 is just a white banner
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1 is illager banner
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### Random Dyeing
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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`random_dye`
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<CodeHeader>Random Dyeing Function</CodeHeader>
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```json
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{
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"function": "random_dye"
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}
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```
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Randomly dyes leather armor or horse armor
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Doesn’t work on wool or whatever
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### Spawn Eggs
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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`set_actor_id`
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<CodeHeader>Spawn Eggs Function</CodeHeader>
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```json
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{
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"function": "set_actor_id"
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}
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```
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Usable with spawn eggs
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id
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Should be the identifier for the mob
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in trade tables, defaults to trader's entity type
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### Container Contents
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| Usage | Usable |
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| ---------------- | ------ |
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| Container loot | ✅ |
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| Block drops | ✅ |
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| Fishing | ✅ |
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| Entity drops | ✅ |
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| Entity equipment | ✅ |
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| Trade table | ✅ |
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`fill_container`
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<CodeHeader>Container Contents Function</CodeHeader>
|
||
|
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```json
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{
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"function": "fill_container"
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}
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```
|
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Sets the contents of a container block
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loot_table
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Path to loot table file from behavior pack root
|
||
|
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loot_table needed or will just be the normal item
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Cannot point to that current loot table
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Works in containers and both entity stuff and blocks
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|
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## Enchanting
|
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| Function | Container Loot | Block Drops | Fishing | Entity Drops | Entity Equipment | Trade Tables |
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| -------------------------- | -------------- | ----------- | ------- | ------------ | ---------------- | ------------ |
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| `enchant_book_for_trading` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
|
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| `enchant_with_levels` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `enchant_randomly` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `enchant_random_gear` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
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| `specific_enchants` | ✅ | ✅ | ✅ | ✅ | ✅ | ✅ |
|
||
|
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### Enchant for Trading
|
||
|
||
| Usage | Usable |
|
||
| ---------------- | ------ |
|
||
| Container loot | ✅ |
|
||
| Block drops | ✅ |
|
||
| Fishing | ✅ |
|
||
| Entity drops | ✅ |
|
||
| Entity equipment | ✅ |
|
||
| Trade table | ✅ |
|
||
|
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`enchant_book_for_trading`
|
||
|
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<CodeHeader>Enchant for Trading Function</CodeHeader>
|
||
|
||
```json
|
||
{
|
||
"function": "enchant_book_for_trading"
|
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}
|
||
```
|
||
|
||
documented in trade tables
|
||
|
||
### Level-Based Enchantments
|
||
|
||
| Usage | Usable |
|
||
| ---------------- | ------ |
|
||
| Container loot | ✅ |
|
||
| Block drops | ✅ |
|
||
| Fishing | ✅ |
|
||
| Entity drops | ✅ |
|
||
| Entity equipment | ✅ |
|
||
| Trade table | ✅ |
|
||
|
||
`enchant_with_levels` enchants items using enchantment table logic, optionally allowing for treasure enchantments.
|
||
|
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<CodeHeader>Level-Based Enchantments Function</CodeHeader>
|
||
|
||
```json
|
||
{
|
||
"function": "enchant_with_levels",
|
||
|
||
"levels": {
|
||
"min": 15,
|
||
"max": 21
|
||
},
|
||
"treasure": true
|
||
}
|
||
```
|
||
|
||
Enchants books as though off an enchantment table with the given levels
|
||
Unlike enchanting table, doesn’t cap at 30, otherwise seems symmetrical
|
||
level 99999 gives ludicrously powerful books… with pretty much every possible enchantment on them
|
||
treasure
|
||
Enables treasure enchantments as possibilities for that item
|
||
boolean, defaults to false
|
||
If false, curses can't appear as possibilities; if true, they can
|
||
levels
|
||
Can be number or min/max object
|
||
Defaults to 0
|
||
Can be negative, but will just be remapped as though 0.
|
||
|
||
### Random Enchantments
|
||
|
||
| Usage | Usable |
|
||
| ---------------- | ------ |
|
||
| Container loot | ✅ |
|
||
| Block drops | ✅ |
|
||
| Fishing | ✅ |
|
||
| Entity drops | ✅ |
|
||
| Entity equipment | ✅ |
|
||
| Trade table | ✅ |
|
||
|
||
`enchant_randomly`
|
||
|
||
<CodeHeader>Random Enchantments Function</CodeHeader>
|
||
|
||
```json
|
||
{
|
||
"function": "enchant_randomly"
|
||
}
|
||
```
|
||
|
||
Randomly picks a count of enchantments and their strengths for the given item
|
||
treasure
|
||
Enables treasure enchantments as possibilities for that item
|
||
boolean, defaults to false
|
||
|
||
### Enchant Gear
|
||
|
||
| Usage | Usable |
|
||
| ---------------- | ------ |
|
||
| Container loot | ✅ |
|
||
| Block drops | ✅ |
|
||
| Fishing | ✅ |
|
||
| Entity drops | ✅ |
|
||
| Entity equipment | ✅ |
|
||
| Trade table | ✅ |
|
||
|
||
`enchant_random_gear`
|
||
|
||
<CodeHeader>Enchant Gear Function</CodeHeader>
|
||
|
||
```json
|
||
{
|
||
"function": "enchant_random_gear"
|
||
}
|
||
```
|
||
|
||
Randomly picks a count of enchantments and their strengths for the given item
|
||
Pretty much like enchant_randomly, but seemingly no treasure enchantments
|
||
Not working on shears, but does even work on carrot-on-a-stick
|
||
chance
|
||
Number from 0 to 1
|
||
Chance that the item is enchanted at all
|
||
Defaults to 0
|
||
Going over 1 doesn't make it "more" enchanted
|
||
|
||
### Specific Enchantments
|
||
|
||
| Usage | Usable |
|
||
| ---------------- | ------ |
|
||
| Container loot | ✅ |
|
||
| Block drops | ✅ |
|
||
| Fishing | ✅ |
|
||
| Entity drops | ✅ |
|
||
| Entity equipment | ✅ |
|
||
| Trade table | ✅ |
|
||
|
||
`specific_enchants`
|
||
|
||
<CodeHeader>Specific Enchantments Function</CodeHeader>
|
||
|
||
```json
|
||
{
|
||
"function": "specific_enchants"
|
||
}
|
||
```
|
||
|
||
Applies a specific set of enchantments
|
||
enchants
|
||
Can be string array or object
|
||
For array, any mix of strings or objects (see below)
|
||
For string, an enchantment id
|
||
For object:
|
||
id
|
||
The identifier for the enchantment
|
||
See below for names
|
||
level
|
||
Optional, defaults to 1
|
||
Can be an exact number or a 2-valued array, representing min and max, inclusive
|
||
|
||
## External Factors
|
||
| Function | Container Loot | Block Drops | Fishing | Entity Drops | Entity Equipment | Trade Tables |
|
||
| --------------------------- | -------------- | ----------- | ------- | ------------ | ---------------- | ------------ |
|
||
| `looting_enchant` | ❌ | ❌ | ❌ | ✅ | ❌ | ❌ |
|
||
| `explosion_decay` | ❌ | ✅ | ❌ | ❌ | ❌ | ❌ |
|
||
| `set_data_from_color_index` | ❌ | ❌ | ❌ | ❌ | ❌ | ✅ |
|
||
| `trader_material_type` | ❌ | ❌ | ❌ | ❌ | ❌ | ✅ |
|
||
|
||
### Held Tool Looting Enchantment
|
||
|
||
| Usage | Usable |
|
||
| ---------------- | ------ |
|
||
| Container loot | ❌ |
|
||
| Block drops | ❌ |
|
||
| Fishing | ❌ |
|
||
| Entity drops | ✅ |
|
||
| Entity equipment | ❌ |
|
||
| Trade table | ❌ |
|
||
|
||
`looting_enchant`
|
||
|
||
<CodeHeader>Held Tool Looting Function</CodeHeader>
|
||
|
||
```json
|
||
{
|
||
"function": "looting_enchant",
|
||
|
||
"count": {
|
||
"min": 0,
|
||
"max": 1
|
||
}
|
||
}
|
||
```
|
||
|
||
Count can be an integer or min/max
|
||
|
||
### Explosion Decay
|
||
|
||
| Usage | Usable |
|
||
| ---------------- | ------ |
|
||
| Container loot | ❌ |
|
||
| Block drops | ✅ |
|
||
| Fishing | ❌ |
|
||
| Entity drops | ❌ |
|
||
| Entity equipment | ❌ |
|
||
| Trade table | ❌ |
|
||
|
||
`explosion_decay`
|
||
|
||
<CodeHeader>Explosion Decay Function</CodeHeader>
|
||
|
||
```json
|
||
{
|
||
"function": "explosion_decay"
|
||
}
|
||
```
|
||
|
||
By default, always survives. If in an explosion, has a chance of not dropping based on explosion power at that block’s location
|
||
|
||
### Entity Color
|
||
|
||
| Usage | Usable |
|
||
| ---------------- | ------ |
|
||
| Container loot | ❌ |
|
||
| Block drops | ❌ |
|
||
| Fishing | ❌ |
|
||
| Entity drops | ❌ |
|
||
| Entity equipment | ❌ |
|
||
| Trade table | ✅ |
|
||
|
||
`set_data_from_color_index`
|
||
|
||
<CodeHeader>Entity Color Function</CodeHeader>
|
||
|
||
```json
|
||
{
|
||
"function": "set_data_from_color_index"
|
||
}
|
||
```
|
||
|
||
Sets the data value of the block to the value of the `minecraft:color` component on the entity
|
||
|
||
### Trader Material Type
|
||
|
||
| Usage | Usable |
|
||
| ---------------- | ------ |
|
||
| Container loot | ❌ |
|
||
| Block drops | ❌ |
|
||
| Fishing | ❌ |
|
||
| Entity drops | ❌ |
|
||
| Entity equipment | ❌ |
|
||
| Trade table | ✅ |
|
||
|
||
`trader_material_type`
|
||
|
||
<CodeHeader>Trader Material Type Function</CodeHeader>
|
||
|
||
```json
|
||
{
|
||
"function": "trader_material_type"
|
||
}
|
||
```
|
||
|
||
Only in trades? Maybe it can work somewhere in loot
|