Attach Lead
Attaches to a compatible Target holder or fence within 10 blocks. Omission detaches; detaching an already-unleashed mob succeeds without change.
Where to find it
Section titled “Where to find it”Call Method → Target Object: Mob or a compatible subtype → Choose Operation → Mob Properties. Requires Dev access to configure, then a successful compile to activate.
Inputs
Section titled “Inputs”| Input | Type | Role | Requirement | Default / constraint |
|---|---|---|---|---|
| Holder (omit to detach) | Target | Value | Optional | Omitted; see behavior below |
| Fence Location | Location | Value | Optional | Omitted; see behavior below |
Result and behavior
Section titled “Result and behavior”Applies its behavior to the configured receiver; it does not create a separate value-result destination.
Configuration example
Section titled “Configuration example”Block: Call MethodOperation: Attach LeadTarget Object: Mob target in this plotHolder (omit to detach): (omit for this example)Fence Location: (omit for this example)Use this as an editor configuration: declare any Variables/collections first and choose real locations/eligible targets for your plot. It is not pasteable source code.
Restrictions and troubleshooting
Section titled “Restrictions and troubleshooting”The receiver must satisfy the declared native capability and remain eligible for the running plot. Player actions require an appropriate Play participant; a Build/Dev player is not automatically eligible.
Runtime validation: Choose a holder or a fence, not both.
Runtime validation: Leash knot requires a fence.
Runtime validation: Lead attachment range is 10 blocks.
Runtime validation: This mob cannot attach to that lead holder.
Related guides
Section titled “Related guides”Editor · Arguments · Targets · Expressions · Native behavior
Reference identifier: entity.lead.