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Entities & mobs · Value

Entity target

The player or mob that a hostile mob is currently chasing or attacking. It is empty when the mob has no target.

Basic plan m.entity.target_of

In a flow

“When a player uses a command → Entity target → If Has target → Make it stop attacking.”

When a player uses a command → Entity target → If Has target → Make it stop attacking.

What it does

The player or mob that a hostile mob is currently chasing or attacking. It is empty when the mob has no target. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 2 values later steps can use. Find it under Entities & mobs in the palette.

When to use it

Use it when the flow needs to: the player or mob that a hostile mob is currently chasing or attacking. It is empty when the mob has no target.

When not to

For a value that never changes, type it into the setting instead of wiring a node.

Typical wiring

Sockets: settings you can wire

Entity Entity

The hostile mob to look at: wire one in, like Entity from Spawn an entity.

What goes there: Type it in the side panel, or wire in an entity. e.g. Zombie

If it's empty: Optional. Left empty and unwired, the step runs without it.

Values it gives

Target Player

The player it is after. e.g. Alex

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Has target Yes / no

True when it is after someone. e.g. true

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

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Often next

Related in Entities & mobs

Wires and sockets · Data values · Plans