array {entityID} Returns an associative array containing all the data of the given entity that are too specific to have its own function. ----

{| width="80%" cellspacing="1" cellpadding="1" border="1" class="wikitable"
|-
! scope="col" width="10%" | Entity type
! scope="col" width="70%" | Data
|-
| ARROW
| 
* %KEY_ARROW_CRITICAL%: If this arrow is critical.
* %KEY_ARROW_KNOCKBACK%: The knockback strength.
|-
| ARMOR_STAND
|
* %KEY_ARMORSTAND_ARMS%: Whether or not the ArmorStand has arms. Defaults to false.
* %KEY_ARMORSTAND_BASEPLATE%: Whether or not the ArmorStand has a base plate. Defaults to true.
* %KEY_ARMORSTAND_GRAVITY%: If the ArmorStand has gravity (falls) or not (floats in midair). Defaults to true.
* %KEY_ARMORSTAND_MARKER%: Whether or not it has a tiny collision box and disables interaction. Defaults to false.
* %KEY_ARMORSTAND_SMALLSIZE%: Whether or not the ArmorStand is scaled to child-size. Defaults to false.
* %KEY_ARMORSTAND_VISIBLE%: Whether or not the ArmorStand is visible. Defaults to true.
* %KEY_ARMORSTAND_POSES%: An array where the keys are body parts, and the values are 3D vector arrays.
Each component of those arrays is the angle (in radians) of the rotation of that body part around the corresponding axis,
relative to the default position (where all angles are 0). Setting these values uses an update method,
where only values specified will be changed. This allows you to rotate a single body part around a single axis
without knowing the rotations on the other axis or of other body parts beforehand.
|-
| CREEPER
| 
* %KEY_CREEPER_POWERED%: If the Creeper is powered or not.
|-
| DROPPED_ITEM
| 
* %KEY_DROPPED_ITEM_ITEMSTACK%: An array representing the item.
* %KEY_DROPPED_ITEM_PICKUPDELAY%: The delay before the item is available to be picked up.
|-
| ENDERMAN
| 
* %KEY_ENDERMAN_CARRIED%: The block that the Enderman is carring.
|-
| EXPERIENCE_ORB
| 
* %KEY_EXPERIENCE_ORB_AMOUNT%: How much experience is contained within the orb.
|-
| FALLING_BLOCK
| 
* %KEY_FALLING_BLOCK_BLOCK%: The falling block. Not editable.
* %KEY_FALLING_BLOCK_DROPITEM%: If the falling block will break into an item if it cannot be placed.
|-
| FIREBALL
| 
* %KEY_FIREBALL_DIRECTION%: The direction the fireball is heading toward.
|-
| FISHING_HOOK
| 
* %KEY_FISHING_HOOK_CHANCE%: The chance of a fish biting (between 0.0 and 1.0, 0.0: no chance, 1.0: instant catch).
|-
| GUARDIAN
|
* %KEY_GUARDIAN_ELDER%: Whether the guardian is an elder guardian.
|-
| HORSE
| 
* %KEY_HORSE_ARMOR%: An item pertaining to the armor a horse has put on.
* %KEY_HORSE_CHEST%: Whether the horse has a chest equipped.
* %KEY_HORSE_COLOR%: The horse's color (can be %HORSE_COLOR%).
* %KEY_HORSE_DOMESTICATION%: The domestication level of the horse (can't be higher than the maximum domestication level).
* %KEY_HORSE_JUMP%: The jump strength (between 1.0 and 2.0).
* %KEY_HORSE_MAXDOMESTICATION%: The maximum domestication level of the horse.
* %KEY_HORSE_SADDLE%: An item pertaining to the saddle a horse has put on. Can be anything.
* %KEY_HORSE_STYLE%: The horse's style (can be %HORSE_STYLE%).
* %KEY_HORSE_VARIANT%: The horse's variant (can be %HORSE_VARIANT%).
|-
| IRON_GOLEM
| 
* %KEY_IRON_GOLEM_PLAYERCREATED%: Whether the iron golem was built by a player or not.
|-
| ITEM_FRAME
| 
* %KEY_ITEM_FRAME_ITEM%: The item in the frame.
* %KEY_ITEM_FRAME_ROTATION%: The rotation of the frame's item (can be %ROTATION%).
|-
| LIGHTNING
| 
* %KEY_LIGHTNING_EFFECT%: Whether the strike is an effect that does no damage. Not editable.
|-
| MAGMA_CUBE
| 
* %KEY_SLIME_SIZE%: The size of the magma cube.
|-
| MINECART
|
* %KEY_MINECART_BLOCK%: The material name of the block being displayed.
* %KEY_MINECART_OFFSET%: The offset of the block being displayed.
|-
| MINECART_COMMAND
| 
* %KEY_MINECART_COMMAND_COMMAND%: The command that the command minecart will run when activated.
* %KEY_MINECART_COMMAND_CUSTOMNAME%: The name of the command minecart.
|- 
| OCELOT
| 
* %KEY_OCELOT_SITTING%: If the ocelot is sitting.
* %KEY_OCELOT_TYPE%: The type of the ocelot (can be %OCELOT_TYPE%).
|- 
| PAINTING
| 
* %KEY_PAINTING_ART%: The art on the painting (can be %ART%).
|- 
| PIG
| 
* %KEY_PIG_SADDLED%: If the pig has a saddle.
|- 
| PIG_ZOMBIE
| 
* %KEY_PIG_ZOMBIE_ANGER%: The pig zombie's anger level.
* %KEY_PIG_ZOMBIE_ANGRY%: Whether the zombie is angry.
* %KEY_ZOMBIE_BABY%: Whether the pig zombie is a baby.
* %KEY_ZOMBIE_VILLAGER%: Whether the pig zombie is a villager.
|- 
| PRIMED_TNT
| 
* %KEY_PRIMED_TNT_FUSETICKS%: The number of ticks until the explosion.
* %KEY_PRIMED_TNT_SOURCE%: The source of the primed TNT. Not editable.
|-
| RABBIT
|
* %KEY_RABBIT_TYPE%: The type of the rabbit (can be %RABBIT_TYPE%).
|-
| SHEEP
| 
* %KEY_SHEEP_COLOR%: The color of the sheep (can be %DYE_COLOR%).
* %KEY_SHEEP_SHEARED%: Whether the sheep is sheared.
|-
| SKELETON
| 
* %KEY_SKELETON_TYPE%: The type of the skeleton (can be %SKELETON_TYPE%).
|-
| SLIME
| 
* %KEY_SLIME_SIZE%: The size of the slime.
|-
| SMALL_FIREBALL
| 
* %KEY_FIREBALL_DIRECTION%: The direction the small fireball is heading toward.
|-
| SPLASH_POTION
| 
* %KEY_SPLASH_POTION_ITEM%: The item for the thrown potion.
|-
| VILLAGER
| 
* %KEY_VILLAGER_PROFESSION%: The profession of the villager (can be %PROFESSION%).
|-
| WITHER_SKULL
| 
* %KEY_WITHER_SKULL_CHARGED%: Whether or not the wither skull is charged.
* %KEY_FIREBALL_DIRECTION%: The direction the wither skull is heading toward.
|- 
| WOLF
| 
* %KEY_WOLF_ANGRY%: If the wolf is angry.
* %KEY_WOLF_COLOR%: The collar color of the wolf (can be %DYE_COLOR%).
* %KEY_WOLF_SITTING%: If the wolf is sitting.
|- 
| ZOMBIE
| 
* %KEY_ZOMBIE_BABY%: Whether the zombie is a baby.
* %KEY_ZOMBIE_VILLAGER%: Whether the zombie is a villager.
|}
