Lucky Block Documentation


2.1 Base Properties

2.1 Base Properties

Every drop type has certain properties associated with it, used to modify the function of the drop. As well as this, there are some that can be applied to every drop type, known as 'Base Properties'. These properties include the position of the drop, the amount of times the drop occurs and and some other properties.


Property Value Type Default Value Example Description
type text item type=message,ID="Hello" Used to specify the type of the drop. All other properties, except for base properties, will depend on the type. This property specifies the action that the Lucky Block will perform. By default, the Lucky Block will drop an item.
posX, posY, posZ integer X, Y and Z coordinates of the harvested Lucky Block. type=entity,ID=Zombie,posY=255 Used to specify the X, Y and Z coordinates of the position at which the drop will occur. Each property is specified separately, and unspecified properties will remain at their default value.
pos (integer,integer,integer) The position of the harvested Lucky Block. type=entity,ID=Zombie,pos=(40,64,-90) A more compact way of specifying the position at which the drop will occur, but otherwise no different to the posX, posY and posZ properties. All three X, Y and Z coordinates must be specified respectively and none can be omitted.
posOffsetX, posOffsetY, posOffsetZ integer 0 type=entity,ID=Sheep,posOffsetY=10 Used to offset the position of the drop. Each will be added to the posX, posY and posZ values, respectively. Use of this is discouraged as posY=#bPosY+10 will achieve the same result as in the example. However, the compact version below can be used with hash variables to achieve useful offsets.
posOffset (integer,integer,integer) (0,0,0) type=entity,ID=Sheep,amount=20, posOffset=#circleOffset(5) A more compact way of specifying the position offset of the drop. Each value specified within the brackets will be added to the posX, posY and posZ values, respectively. Mainly used with hash variables such as #circleOffset in order to make drops spawn around a certain position. See 3.2 Hash Variables for more information.
amount integer 1 type=item,ID=diamond,amount=10 Use to specify how many times this drop will will occur. All properties will remain the same for each instance of the drop, unless the properties are randomized. In this case, refer to the reinitialize property. In the example, 10 diamonds will spawn when the Lucky Block is harvested.
reinitialize true/false true type=item,ID=dye,damage=#rand(0,15),
Used when the amount property is greater than one. Will specify whether each instance of the drop should have its properties re-randomized. If set to false, random properties will only be chosen for the first instance of the drop, and subsequent drops will use those properties. In the dye example, 10 dyes will spawn all of the same color, (which will be any random color, chosen by the first dye) as the dyes are not reinitialized. Otherwise, if set to true, the dyes would all be of different colors.
delay float 0 type=item,ID=gold_block,delay=5 Used to delay the occurrence of a drop. The delay is specified in seconds, and the drop will take place once the time has passed.
postDelayInit true/false true type=entity,ID=Zombie,pos=#pPos, delay=5,postDelayInit=false Used to specify whether the delayed drop will initialize at the time the Lucky Block is harvested, or once the delay is complete. If set to true, the drop will initialize after the delay. As in the example, this could change whether the position of the drop is the original position of the player (at the time of harvest), or, if the player has moved, the position of the player at the time of the drop.
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