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.world.DamageSource;

Name: arrow

Return Type: DamageSource

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DamageSource.arrow(arrow as Arrow, owner as Entity?) as DamageSource
参数类型
参数
arrow
类型
Arrow
参数
owner
类型
Entity?

Link to badRespawnPointExplosion

Name: badRespawnPointExplosion

Return Type: DamageSource

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// DamageSource.badRespawnPointExplosion() as DamageSource

DamageSource.badRespawnPointExplosion();

Name: explosion

Return Type: DamageSource

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DamageSource.explosion(explosion as Explosion?) as DamageSource
参数类型
参数
explosion
类型
Explosion?

Name: explosion

Return Type: DamageSource

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DamageSource.explosion(owner as LivingEntity?) as DamageSource
参数类型可选
参数
owner
类型
LivingEntity?
可选
true

Name: fireball

Return Type: DamageSource

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DamageSource.fireball(fireball as Fireball, owner as Entity?) as DamageSource
参数类型
参数
fireball
类型
Fireball
参数
owner
类型
Entity?

Name: fireworks

Return Type: DamageSource

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DamageSource.fireworks(entity as FireworkRocketEntity, owner as Entity?) as DamageSource
参数类型
参数
entity
类型
FireworkRocketEntity
参数
owner
类型
Entity?

Name: indirectMagic

Return Type: DamageSource

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DamageSource.indirectMagic(entity as Entity, owner as Entity?) as DamageSource
参数类型
参数
entity
类型
Entity
参数
owner
类型
Entity?

Link to indirectMobAttack

Name: indirectMobAttack

Return Type: DamageSource

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DamageSource.indirectMobAttack(entity as Entity, owner as LivingEntity?) as DamageSource
参数类型
参数
entity
类型
Entity
参数
owner
类型
LivingEntity?

Name: mobAttack

Return Type: DamageSource

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DamageSource.mobAttack(living as LivingEntity) as DamageSource
参数类型
参数
living
类型
LivingEntity

Name: playerAttack

Return Type: DamageSource

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DamageSource.playerAttack(player as Player) as DamageSource
参数类型
参数
player
类型
Player

Name: string

Return Type: DamageSource

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DamageSource.string(living as LivingEntity) as DamageSource
参数类型
参数
living
类型
LivingEntity

Name: thorns

Return Type: DamageSource

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DamageSource.thorns(entity as Entity) as DamageSource
参数类型
参数
entity
类型
Entity

Name: thrown

Return Type: DamageSource

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DamageSource.thrown(entity as Entity, owner as Entity?) as DamageSource
参数类型
参数
entity
类型
Entity
参数
owner
类型
Entity?

Name: trident

Return Type: DamageSource

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DamageSource.trident(entity as Entity, owner as Entity?) as DamageSource
参数类型
参数
entity
类型
Entity
参数
owner
类型
Entity?

Name: witherSkull

Return Type: DamageSource

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DamageSource.witherSkull(witherSkull as WitherSkull, owner as Entity?) as DamageSource
参数类型
参数
witherSkull
类型
WitherSkull
参数
owner
类型
Entity?

Name: getDirectEntity

Return Type: Entity?

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// DamageSource.getDirectEntity() as Entity?

myDamageSource.getDirectEntity();

Name: getEntity

Return Type: Entity?

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// DamageSource.getEntity() as Entity?

myDamageSource.getEntity();

Link to getFoodExhaustion

Name: getFoodExhaustion

Return Type: float

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// DamageSource.getFoodExhaustion() as float

myDamageSource.getFoodExhaustion();

Link to getLocalizedDeathMessage

Name: getLocalizedDeathMessage

Return Type: Component

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DamageSource.getLocalizedDeathMessage(entity as LivingEntity) as Component
参数类型
参数
entity
类型
LivingEntity

Name: getMsgId

Return Type: string

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// DamageSource.getMsgId() as string

myDamageSource.getMsgId();

Link to getSourcePosition

Name: getSourcePosition

Return Type: Vec3?

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// DamageSource.getSourcePosition() as Vec3?

myDamageSource.getSourcePosition();

Name: isBypassArmor

Return Type: boolean

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// DamageSource.isBypassArmor() as boolean

myDamageSource.isBypassArmor();

Name: isBypassInvul

Return Type: boolean

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// DamageSource.isBypassInvul() as boolean

myDamageSource.isBypassInvul();

Name: isBypassMagic

Return Type: boolean

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// DamageSource.isBypassMagic() as boolean

myDamageSource.isBypassMagic();

Link to isCreativePlayer

Name: isCreativePlayer

Return Type: boolean

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// DamageSource.isCreativePlayer() as boolean

myDamageSource.isCreativePlayer();

Name: isDamageHelmet

Return Type: boolean

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// DamageSource.isDamageHelmet() as boolean

myDamageSource.isDamageHelmet();

Name: isExplosion

Return Type: boolean

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// DamageSource.isExplosion() as boolean

myDamageSource.isExplosion();

Name: isFall

Return Type: boolean

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// DamageSource.isFall() as boolean

myDamageSource.isFall();

Name: isFire

Return Type: boolean

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// DamageSource.isFire() as boolean

myDamageSource.isFire();

Name: isMagic

Return Type: boolean

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// DamageSource.isMagic() as boolean

myDamageSource.isMagic();

Name: isNoAggro

Return Type: boolean

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// DamageSource.isNoAggro() as boolean

myDamageSource.isNoAggro();

Name: isProjectile

Return Type: boolean

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// DamageSource.isProjectile() as boolean

myDamageSource.isProjectile();

Link to scalesWithDifficulty

Name: scalesWithDifficulty

Return Type: boolean

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// DamageSource.scalesWithDifficulty() as boolean

myDamageSource.scalesWithDifficulty();

Name: setExplosion

Return Type: DamageSource

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// DamageSource.setExplosion() as DamageSource

myDamageSource.setExplosion();

Name: setIsFall

Return Type: DamageSource

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// DamageSource.setIsFall() as DamageSource

myDamageSource.setIsFall();

Name: setMagic

Return Type: DamageSource

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// DamageSource.setMagic() as DamageSource

myDamageSource.setMagic();

Name: setNoAggro

Return Type: DamageSource

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// DamageSource.setNoAggro() as DamageSource

myDamageSource.setNoAggro();

Name: setProjectile

Return Type: DamageSource

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// DamageSource.setProjectile() as DamageSource

myDamageSource.setProjectile();

Link to setScalesWithDifficulty

Name: setScalesWithDifficulty

Return Type: DamageSource

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// DamageSource.setScalesWithDifficulty() as DamageSource

myDamageSource.setScalesWithDifficulty();
名称类型可获得可设置
名称
directEntity
类型
Entity?
可获得
true
可设置
false
名称
doesBypassArmor
类型
布尔值
可获得
true
可设置
false
名称
doesBypassInvul
类型
布尔值
可获得
true
可设置
false
名称
doesBypassMagic
类型
布尔值
可获得
true
可设置
false
名称
doesDamageHelmet
类型
布尔值
可获得
true
可设置
false
名称
entity
类型
Entity?
可获得
true
可设置
false
名称
foodExhaustion
类型
float
可获得
true
可设置
false
名称
isCreativePlayer
类型
布尔值
可获得
true
可设置
false
名称
isExplosion
类型
布尔值
可获得
true
可设置
false
名称
isFall
类型
布尔值
可获得
true
可设置
false
名称
isFire
类型
布尔值
可获得
true
可设置
false
名称
isMagic
类型
布尔值
可获得
true
可设置
false
名称
isNoAggro
类型
布尔值
可获得
true
可设置
false
名称
isProjectile
类型
布尔值
可获得
true
可设置
false
名称
msgId
类型
string
可获得
true
可设置
false
名称
scalesWithDifficulty
类型
布尔值
可获得
true
可设置
false
名称
来源
类型
Vec3?
可获得
true
可设置
false