Player/ED


 * The root tag. In level.dat files, this tag is called "Player".
 * Tags for all entity, except the id, CustomName and CustomNameVisible
 * Tags for all mobs, except HandItems, ArmorItems, HandDropChances, ArmorDropChances, CanPickUpLoot, PersistenceRequired and Leash
 * : The abilities this player has.
 * : 1 or 0 (true/false) - true if the player is currently flying.
 * : The flying speed, always 0.05.
 * : 1 or 0 (true/false) - true if the player can instantly destroy blocks.
 * : 1 or 0 (true/false) - true if the player is immune to all damage and harmful effects except for void damage. (damage caused by the command is void damage). This also make all mobs, whether hostile or not, are passive to players.
 * : 1 or 0 (true/false) - true if the player can place and destroy blocks.
 * : 1 or 0 (true/false) - true if the player can fly.
 * : The walking speed, always 0.1.
 * : Version of the player NBT structure. Is increased with every new snapshot and release.
 * : The ID of the dimension the player is in. Used to store the players last known location along with Pos.
 * : Each compound tag in this list is an item in the player's 27-slot ender chest inventory. (Note: when empty, list type may have unexpected value.)
 * An item in the inventory, includes the Slot tag - slots are numbered 0 to 26, inclusive.
 * See item format.
 * : Optional. The Overworld position from which the player entered the Nether, for use with the  advancement trigger. The tag is set every time the player passes through a portal from the Overworld to the Nether. When entering a dimension other than the nether by not respawning, the tag is removed. Entering the Nether without using a portal does not update the tag.
 * : The X coordinate.
 * : The Y coordinate.
 * : The Z coordinate.
 * : See Hunger.
 * : The value of the hunger bar; 20 is full. See Hunger.
 * : See Hunger.
 * : See Hunger.
 * : Each compound tag in this list is an item in the player's inventory. (Note: when empty, list type may have unexpected value.)
 * An item in the inventory, includes the Slot tag.
 * See item format.
 * : May not exist. Location of the player's last death.
 * Dimension of last death.
 * : Coordinates of last death.
 * : The game mode of the player. 0 is Survival, 1 is Creative, 2 is Adventure and 3 is Spectator.
 * : The previous game mode of the player.
 * : Contains a JSON object detailing recipes the player has unlocked.
 * See Recipe Book.
 * : The root entity that the player is riding. Optional.
 * : The UUID of the entity the player is riding, stored as four ints.
 * : The NBT data of the root vehicle.
 * See Entity format.
 * : The Score displayed upon death.
 * : 1 or 0 (true/false) - true if the player has entered the exit portal in the End at least once.
 * : Data of the item currently being held by the player, excluding the Slot tag.
 * See item format.
 * : The selected hotbar slot of the player.
 * : The entity that is on the player's left shoulder. Always displays as a parrot.
 * See Entity format.
 * : The entity that is on the player's right shoulder. Always displays as a parrot.
 * See Entity format.
 * : The number of ticks the player had been in bed. 0 when the player is not sleeping. In bed, increases up to 100, then stops. Skips the night after all players in bed have reached 100. When getting out of bed, instantly changes to 100 and then increases for another 9 ticks (up to 109) before returning to 0.
 * : May not exist. The dimension of the player's bed or respawn anchor. These tags are only removed if the player attempts to respawn with no valid bed or respawn anchor to spawn at at these coordinates. They are unaffected by breaking a bed or respawn anchor at these coordinates, and are unaffected by the player's death.
 * : 1 or 0 (true/false) - may not exist. True if the player should spawn at the below coordinates even if no bed can be found.
 * : See below.
 * : May not exist. The coordinates of the player's bed or respawn anchor. These tags are only removed if the player attempts to respawn with no valid bed or respawn anchor to spawn at at these coordinates. They are unaffected by breaking a bed or respawn anchor at these coordinates, and are unaffected by the player's death.
 * : See above.
 * : Contains data about the warden spawning process for this player.
 * The number of ticks before the  can be increased again. Decreases by 1 every tick. It is set to 200 game ticks (10 seconds) every time the warning level is increased.
 * : The number of ticks since the player was warned for warden spawning. Increases by 1 every tick. After 12000 game ticks (10 minutes) it will be set back to 0, and the  will be decreased by 1.
 * : A warning level between 0 and 3 (inclusive). The warden will spawn at level 3.
 * : The level shown on the XP bar.
 * : The progress/percent across the XP bar to the next level.
 * : The seed used for the next enchantment in enchantment tables.
 * : The total amount of XP the player has collected over time; used for the Score upon death.
 * : The seed used for the next enchantment in enchantment tables.
 * : The total amount of XP the player has collected over time; used for the Score upon death.