Spawn event

A spawn event, also known as a mob event, is a way to spawn entities under certain event conditions. Spawn events are used in commands such as /summon and /event.
== List of spawn events ==
Event	Explanation 	Can be applied to
 	Entity is no longer seeking shelter 	
 	Entity starts admiring item 	
 	Entity stops admiring item 	
 	– 	
 	Entity has completed attack cooldown 	
 	Entity is attacked 	
 	– 	
 	Entity has become angry 	
 	Entity has become calm 	
 	The entity becomes a cow. 	
 	– 	
 	– 	
 	The entity becomes a witch. 	
 	The entity becomes a zombie. 	
 	Entity is transforming into zombified version 	
 	Entity has calmed down 	
 	The entity changes to a skeleton. 	
 	Entity has collected nectar 	
 	Countdown to entity perishing 	
 	Entity has dried out. 	
 	– 	
 	Entity has escaped 	
 	Timeout for entity finding flower 	
 	Entity has found hive 	
 	Timeout for entity finding hive 	
 	Entity is from an egg. 	
 	The entity got triggered by an explosion. 	
 	– 	
 	– 	
 	– 	
 	– 	
 	The entity spawns as an adult. 	
 	Entity's hive has been destoyed 	
 	Entity has noticed an important block has been destroyed 	
 	The entity spawns in a desert skin. 	
 	The entity spawns in a snow skin. 	
 	– 	
 	– 	
 	– 	
 	– 	
 	Entity has grown up (entity is an adult). 	
 	The entity is a baby. 	
 	Entity is displaying behavior for ambient sleep. 	
 	Entity is displaying behavior for ambient normal. 	
 	Entity is displaying behavior for ambient sleep. 	
 	Entity is an adult. 	
 	Entity is a baby. 	
 	– 	
 	– 	
 	– 	
 	– 	
 	– 	
 	– 	
 	– 	
 	– 	
 	– 	
 	– 	
 	The entity is a baby and calm. 	
 	The entity becomes aggressive. 	
 	The entity becomes aggro. 	
 	The entity becomes an anenonme. 	
 	Entity has become angry. 	
 	The entity becomes an armorer. 	
 	The entity becomes a black tang. 	
 	The entity becomes a blue dory. 	
 	– 	
 	– 	
 	The entity becomes a butcher. 	
 	The entity becomes a butterfly fish. 	
 	The entity becomes calm. 	
 	The entity becomes a cartographer. 	
 	The entity becomes a cc betta. 	
 	Entity has become charged. 	
 	The entity becomes a cichlid. 	
 	The entity becomes a cleric. 	
 	The entity becomes a clownfish. 	
 	The entity becomes a dog fish. 	
 	The entity becomes a e red snapper. 	
 	The entity becomes a farmer. 	
 	The entity becomes a fisherman. 	
 	The entity becomes a fletcher. 	
 	The entity becomes a goat fish. 	
 	Entity is becoming hostile. 	
 	The entity becomes a leatherworker. 	
 	The entity becomes a librarian. 	
 	The entity becomes a mason. 	
 	The entity becomes a moorish idol. 	
 	Entity is becoming neutral. 	
 	The entity becomes an ornate butterfly. 	
 	The entity becomes a parrot fish. 	
 	The entity becomes pregnant. 	
 	The entity becomes a queen angel fish. 	
 	– 	
 	– 	
 	The entity becomes a red cichlid. 	
 	The entity becomes a red lipped benny. 	
 	The entity becomes a red snapper. 	
 	The entity becomes scared. 	
 	The entity becomes a shepherd. 	
 	The entity becomes stunned. 	
 	The entity becomes a threadfin. 	
 	The entity becomes a tomato clown. 	
 	The entity becomes a toolsmith. 	
 	The entity becomes a triggerfish. 	
 	The entity becomes unskilled. 	
 	The entity becomes a weaponsmith. 	
 	The entity becomes a yellow tail parrot. 	
 	The entity becomes a yellow tang. 	
 	Entity spawn as a normal goat. 	
 	Entity spawn as a screaming goat. 	
 	– 	
 	Entity has gifted the owner. 	
 	The entity stops getting bad omen. 	
 	Activates the command block from entity. 	
 	Deactivates the command block from entity. 	
 	Starts to transform the entity to a drowned. 	
 	– 	
 	The entity explodes. 	
 	– 	
 	Entity is saddled. 	
 	Entity is not saddled. 	
 	– 	
 	The entity ends its roar. 	
 	– 	
 	– 	
 	Entity has been born (entity is a baby). If it is an axolotl it will turn blue. If it is a wolf it becomes dyeable.	
 	The entity is born wild. 	
 	Entity has spawned. 	
 	Entity has transformed. 	
 	– 	
 	Entity has exited a disturbed hive 	
 	Entity has exited hive 	
 	Entity has exited hive that is on fire 	
 	Exploding entity. 	
 	– 	
 	Entity has day behavior. 	
 	Entity is defending. 	
 	Entity is docile (day). 	
 	Entity is docile (night). 	
 	Entity has night behavior. 	
 	Entity has thunderstorm behavior. 	
 	– 	
 	The entity is from a player. 	
 	The entity is from a village. 	
 	The entity is from a wandering trader. 	
 	The entity gains bad omen. 	
 	The entity goes to lay an egg. 	
 	Entity has a target. 	
 	Entity's hive is full 	
 	The entity spawns with an activated hopper. 	
 	The entity spawns with a deactivated hopper. 	
 	The entity is saddled. 	
 	The entity is not saddled. 	
 	The entity joins a caravan. 	
 	The entity laid an egg. 	
 	The entity leaves a caravan. 	
 	Entity lost the target. 	
 	The entity is mad at a wolf. 	
 	Makes the entity a black color. 	
 	Makes the entity a brown color. 	
 	Makes the entity a chestnut color. 	
 	Makes the entity a creamy color. 	
 	Makes the entity a darkbrown color. 	
 	Makes the entity a gray color. 	
 	Makes the entity a white color. 	
 	The entity goes into melee mode. 	
 	The entity is saddled. 	
 	The entity is not saddled. 	
 	– 	
 	Entity is calm. 	
 	Entity is wearing a chest. 	
 	The entity gets deflated. 	
 	The entity eats a block. 	
 	– 	
 	– 	
 	– 	
 	The entity spawns instantly primed. 	
 	The entity is leashed. 	
 	– 	
 	– 	
 	The entity spawns primed. 	
 	– 	
 	The entity is saddled. 	
 	– 	
 	The entity is sheared. 	
 	Entity is tame.
Note: When used on a wolf the wolf will become dyeable. 	
 	The entity is trusting. 	
 	The entity is unleashed. 	
 	The entity is aggressive. 	
 	The entity is brown. 	
 	The entity is lazy. 	
 	The entity is playful. 	
 	The entity is weak. 	
 	The entity is worried. 	
 	Entity has slept with owner. 	
 	The entity gets promoted to illager captain. 	
 	The entity gets promoted to patrol captain. 	
 	– 	
 	The entity goes into ranged mode. 	
 	– 	
 	The "trigger raid" event gets removed from the entity. 	
 	The entity resupplies its trades. 	
 	The entity schedules a bed villager. 	
 	The entity schedules a gather villager. 	
 	The entity schedules a home villager. 	
 	The entity schedules a play villager. 	
 	The entity schedules a wander villager. 	
 	The entity schedules a work farmer villager. 	
 	The entity schedules a work fisher. 	
 	The entity schedules a work librarian. 	
 	The entity schedules a work pro villager. 	
 	The entity schedules. 	
 	The entity sets a trap. 	
 	– 	
 	– 	
 	The entity spawns as an armorer. 	
 	The entity spawns as an illager captain. 	
 	The entity spawns as a patrol follower. 	
 	– 	
 	– 	
 	The entity spawns as a butcher. 	
 	The entity spawns as a cleric. 	
 	– 	
 	The entity spawns as a farmer. 	
 	Entity has spawned for a raid. 	
 	The entity spawns for a raid with an evoker rider. 	
 	The entity spawns for a raid with a pillager rider. 	
 	Entity has spawned from a village. 	
 	The entity spawns as a librarian. 	
 	Entity has spawned black in color. 	
 	– 	
 	The entity spawns with a pillager captain rider. 	
 	The entity spawns with a pillager rider. 	
 	The entity spawns with a vindicator captain rider. 	
 	The entity spawns with a vindicator rider. 	
 	The entity turns into a spring trap. 	
 	– 	
 	Entity initiates death behavior. 	
 	The entity starts despawning. 	
 	Entity has started to explode. 	
 	Entity has started to force explode. 	
 	Entity is starting to fly. 	
 	– 	
 	– 	
 	The entity starts being johnny. 	
 	Entity is starting to land. 	
 	The entity starts its roar. 	
 	Starts to transform the entity. 	
 	The entity stops being aggro. 	
 	– 	
 	Entity has stopped exploding. 	
 	The entity stops being johnny. 	
 	Stops to transform the entity. 	
 	Entity switches to melee. 	
 	Entity switches to ranged. 	
 	The target is far enough for the entity. 	
 	The target is too close for the entity. 	
 	– 	
 	The entity triggers a raid. 	
 	The entity turns black. 	
 	The entity turns blue. 	
 	The entity turns brown. 	
 	The entity turns cyan. 	
 	The entity turns gray. 	
 	The entity turns green. 	
 	The entity turns light blue. 	
 	The entity turns lime. 	
 	The entity turns magenta. 	
 	The entity turns orange. 	
 	The entity turns pink. 	
 	The entity turns purple. 	
 	The entity turns red. 	
 	The entity turns silver. 	
 	The entity turns white. 	
 	The entity turns yellow. 	
 	Entity is navigating off land. 	
 	Entity is navigating on land. 	
 	– 	
 	– 	
 	Entity is perishing 	
 	– 	
 	– 	
 	– 	
 	Entity is seeking shelter 	
 	Entity spawns as an adult 	
 	Entity spawns as adult in melee mode 	
 	Entity spawns as adult in melee mode that won't hunt 	
 	Entity spawns that won't hunt 	
 	Entity is spawned as an adult with it's child riding it 	
 	Entity is spawned as an adult with a piglin riding it 	
 	Entity spawn as adult in ranged mode 	
 	Entity spawns as adult in ranged mode that won't hunt 	
 	Entity spawn as an unhuntable adult 	
 	Entity spawns as a baby 	
 	– 	
 	– 	
 	– 	
 	– 	
 	– 	
 	– 	
 	– 	
 	Entity is starting to dry out. 	
 	– 	
 	Entity starts suffocating 	
 	Entity starts zombification 	
 	– 	
 	Entity is stopping to dry out. 	
 	Entity has stopped panicking after fire 	
 	Entity stops suffocating 	
 	Entity stops zombification 	
 	– 	
 	– 	
 	The entity gets converted to a villager. 	
 	The entity spawns red. 	
zh:生成事件
Category:Data driven id lists in Bedrock Edition