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Targets, event objects, and actions

Call Method needs to know which object receives the operation. Set its Target Object before choosing a target-specific action.

Selection Use
No Object Static custom methods and plot/world actions
Event Target Default participant supplied by the current event
Typed Variable/Game Value A compatible native entity or custom object
This Object Receiver of the current instance/extension method
Parent Object Parent implementation where valid

A Player target includes Entity and Living Entity capabilities, plus Player-specific operations. A general Entity Variable does not expose every Player operation simply because its current object happens to be a Player. Choose the right declaration or applicable event context.

Target Objects in Objects are organized into Event Participants and Combat categories. Their descriptions explain which events supply them. Event Player, Event Entity, Attacker, Victim, and Event Projectile are distinct roles; not every event supplies every role.

Broad damage handlers can default to the attacker. Victim-specific Take Damage events default to the damaged participant. A projectile may be the direct damage source while its shooter is the named Attacker. Choose Event Projectile when you need the projectile itself, and inspect the specific event entry.

Native actions protect plot boundaries and eligible Play participants. You cannot use a saved target to modify arbitrary people in Build/Dev or on another plot. Entity Targets retain UUID identity when passed or copied; copying a Target does not clone a Minecraft entity.

Number, String, List, Item, Vector, and similar value operations live in Set Variable → Operations. Changing Call Method to No Object does not make Number operations appear. User-defined native extensions are an additional way to organize custom behavior; see extensions.