Entity Documentation - minecraft:is_charged

minecraft:is_charged sets that the entity is charged.

Important

minecraft:is_charged is a Boolean that is used to set the value for use in query functions like Molang and Filters. In order for the entity to have the desired affect, it will need to be paired with extra functionality.

The examples below will showcase both the property and how it works to create the desired effect on the entity.

Example

Plain

"minecraft:is_charged":{
}

With Functionality

// Set up a behavior that will trigger the charge state.
"minecraft:target_nearby_sensor": {
    "inside_range": 2.5,
    "outside_range": 10.0,
    "must_see": true,
    "on_inside_range": {
        "event": "minecraft:power_up",
        "target": "self"
    }
}

// Set up custom event to tag that it is now charged
"minecraft:power_up":{
    "minecraft:is_charged":{
    }
}

Note

If the Entity will have the ability to toggle between the two states, you can define the property in a Component Group and use the add and remove capabilities to act as a toggle based on Events.

Vanilla entities examples

creeper

"minecraft:is_charged": {
}

Vanilla entities using minecraft:is_charged