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 678 mechanisms...
Nameprofile
ObjectEntityTag
InputMapTag
Related Tags<EntityTag.profile> (Property) For mannequins, the player profile the entity wears. (...)
Description(Property) For mannequins, the player profile the entity wears.
The map may hold any of the following keys:
"name": the name of the player whose skin to wear.
"uuid": the UUID of the player whose skin to wear.
"texture": a base64 texture blob, of the sort used by player heads.
"texture_signature": the signature for that texture blob, if it has one.
"body": a texture key such as "minecraft:my_pack/guard", overriding the body texture.
"cape": a texture key overriding the cape texture.
"elytra": a texture key overriding the elytra texture.
"model": the arm width of the skin, either WIDE (called CLASSIC by Bukkit) or SLIM.
Giving only a name or a uuid leaves the lookup to the client, so the skin appears a moment later rather than at once.
Giving a texture blob or a texture key applies immediately, with no lookup at all.
At least one key must be given; there is no input that returns the profile to its default.
Only supported on Paper servers, and only on Minecraft 1.21.9 and above, where mannequins exist.
Example
# Wear a specific player's skin, looked up by the client.
- adjust <[mannequin]> profile:[name=Notch]
Example
# Wear a texture straight out of a resource pack, with slim arms.
# Note that "body" takes a texture key, while "texture" takes a base64 blob - they are not interchangeable.
- adjust <[mannequin]> profile:[body=my_pack:entity/guard;model=SLIM]
GroupProperties
Sourcehttps://github.com/MINEZ/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/properties/entity/EntityProfile.java#L11