It might be required for you to import the package if you encounter any issues (like casting an Array), so better be safe than sorry and add the import at the very top of the file.

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import crafttweaker.api.entity.type.projectile.arrow.Arrow;

Extending Projectile

Link to extending-projectile

Arrow extends Projectile. That means all methods available in Projectile are also available in Arrow

Name: getBaseDamage

Gets the base damage that this arrow does.

Returns: The base damage of this arrow.
Return Type: double

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// Arrow.getBaseDamage() as double

myArrow.getBaseDamage();

Name: getKnockback

Gets the knockback of this arrow.

Returns: The knockback of this arrow.
Return Type: int

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// Arrow.getKnockback() as int

myArrow.getKnockback();

Name: getPierceLevel

Gets the pierce level of this arrow.

Returns: the pierce level of this arrow.
Return Type: byte

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// Arrow.getPierceLevel() as byte

myArrow.getPierceLevel();

Name: isCritArrow

Checks whether this arrow is a crit arrow.

Returns: true if this is a crit arrow, false otherwise.
Return Type: boolean

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// Arrow.isCritArrow() as boolean

myArrow.isCritArrow();

Name: isNoPhysics

Checks if this arrow has physics or not.

Returns: true if this arrow doesn't have physics, false otherwise.
Return Type: boolean

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// Arrow.isNoPhysics() as boolean

myArrow.isNoPhysics();

Name: setBaseDamage

Sets the base damage that this arrow does.

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// Arrow.setBaseDamage(damage as double)

myArrow.setBaseDamage(0.5);
参数类型描述
参数
damage
类型
double
描述
The base damage.

Name: setCritArrow

Sets this the crit value of this arrow.

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// Arrow.setCritArrow(crit as boolean)

myArrow.setCritArrow(true);
参数类型描述
参数
crit
类型
布尔值
描述
The crit value to set.

Link to setEnchantmentEffectsFromEntity

Name: setEnchantmentEffectsFromEntity

Sets the values of this arrow based on the enchantments the given entity has. This handles setting the knockback if the bow has a knockback enchantment.

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// Arrow.setEnchantmentEffectsFromEntity(entity as LivingEntity, distanceFactor as float)

myArrow.setEnchantmentEffectsFromEntity(entity, 1);
参数类型描述
参数
entity
类型
LivingEntity
描述
The entity that fired the arrow
参数
distanceFactor
类型
float
描述
How charged is the bow.

Name: setKnockback

Sets the knockback of this arrow.

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// Arrow.setKnockback(knockback as int)

myArrow.setKnockback(5);
参数类型描述
参数
knockback
类型
int
描述
The knockback value.

Name: setNoPhysics

Sets if this arrow has physics or not.

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// Arrow.setNoPhysics(noPhysics as boolean)

myArrow.setNoPhysics(true);
参数类型描述
参数
noPhysics
类型
布尔值
描述
If this arrow has physics or not.

Name: setPierceLevel

Sets the pierce level of this arrow.

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Arrow.setPierceLevel(pieceLevel as byte)
参数类型描述
参数
pieceLevel
类型
byte
描述
The pierce level of this arrow.

Link to setShotFromCrossbow

Name: setShotFromCrossbow

Sets if this arrow was shot from a crossbow or not.

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// Arrow.setShotFromCrossbow(shotFromCrossbow as boolean)

myArrow.setShotFromCrossbow(true);
参数类型描述
参数
shotFromCrossbow
类型
布尔值
描述
If this arrow was shot from a crossbow or not.

Name: setSoundEvent

Sets the sound event that this arrow plays when it hits an entity or block.

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Arrow.setSoundEvent(event as SoundEvent)
参数类型描述
参数
event
类型
SoundEvent
描述
The sound event to play when

Link to shotFromCrossbow

Name: shotFromCrossbow

Checks if this arrow was shot from a crossbow.

Returns: true if it was shot from a crossbow, false otherwise.
Return Type: boolean

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// Arrow.shotFromCrossbow() as boolean

myArrow.shotFromCrossbow();
名称类型可获得可设置描述
名称
baseDamage
类型
Arrow
可获得
true
可设置
true
描述
Sets the base damage that this arrow does.
名称
isCritArrow
类型
Arrow
可获得
true
可设置
true
描述
Sets this the crit value of this arrow.
名称
isNoPhysics
类型
Arrow
可获得
true
可设置
true
描述
Sets if this arrow has physics or not.
名称
knockback
类型
Arrow
可获得
true
可设置
true
描述
Sets the knockback of this arrow.
名称
pierceLevel
类型
Arrow
可获得
true
可设置
true
描述
Sets the pierce level of this arrow.
名称
shotFromCrossbow
类型
Arrow
可获得
false
可设置
true
描述
Sets if this arrow was shot from a crossbow or not.
名称
soundEvent
类型
Arrow
可获得
false
可设置
true
描述
Sets the sound event that this arrow plays when it hits an entity or block.