DamageSource
Link to damagesource
导入类
Link to 导入类
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.
ZenScript Copyimport crafttweaker.api.world.DamageSource;
Static Methods
Link to static-methods
Name: arrow
Return Type: DamageSource
ZenScript CopyDamageSource.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? |
Name: badRespawnPointExplosion
Return Type: DamageSource
ZenScript Copy// DamageSource.badRespawnPointExplosion() as DamageSource
DamageSource.badRespawnPointExplosion();
Name: explosion
Return Type: DamageSource
ZenScript CopyDamageSource.explosion(explosion as Explosion?) as DamageSource
参数 | 类型 |
---|---|
参数 explosion | 类型 Explosion? |
Name: explosion
Return Type: DamageSource
ZenScript CopyDamageSource.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
ZenScript CopyDamageSource.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
ZenScript CopyDamageSource.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
ZenScript CopyDamageSource.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? |
Name: indirectMobAttack
Return Type: DamageSource
ZenScript CopyDamageSource.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
ZenScript CopyDamageSource.mobAttack(living as LivingEntity) as DamageSource
参数 | 类型 |
---|---|
参数 living | 类型 LivingEntity |
Name: playerAttack
Return Type: DamageSource
ZenScript CopyDamageSource.playerAttack(player as Player) as DamageSource
参数 | 类型 |
---|---|
参数 player | 类型 Player |
Name: string
Return Type: DamageSource
ZenScript CopyDamageSource.string(living as LivingEntity) as DamageSource
参数 | 类型 |
---|---|
参数 living | 类型 LivingEntity |
Name: thorns
Return Type: DamageSource
ZenScript CopyDamageSource.thorns(entity as Entity) as DamageSource
参数 | 类型 |
---|---|
参数 entity | 类型 Entity |
Name: thrown
Return Type: DamageSource
ZenScript CopyDamageSource.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
ZenScript CopyDamageSource.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
ZenScript CopyDamageSource.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? |
使用方式
Link to 使用方式
Name: getDirectEntity
Return Type: Entity?
ZenScript Copy// DamageSource.getDirectEntity() as Entity?
myDamageSource.getDirectEntity();
Name: getEntity
Return Type: Entity?
ZenScript Copy// DamageSource.getEntity() as Entity?
myDamageSource.getEntity();
Name: getFoodExhaustion
Return Type: float
ZenScript Copy// DamageSource.getFoodExhaustion() as float
myDamageSource.getFoodExhaustion();
Name: getLocalizedDeathMessage
Return Type: Component
ZenScript CopyDamageSource.getLocalizedDeathMessage(entity as LivingEntity) as Component
参数 | 类型 |
---|---|
参数 entity | 类型 LivingEntity |
Name: getMsgId
Return Type: string
ZenScript Copy// DamageSource.getMsgId() as string
myDamageSource.getMsgId();
Name: getSourcePosition
Return Type: Vec3?
ZenScript Copy// DamageSource.getSourcePosition() as Vec3?
myDamageSource.getSourcePosition();
Name: isBypassArmor
Return Type: boolean
ZenScript Copy// DamageSource.isBypassArmor() as boolean
myDamageSource.isBypassArmor();
Name: isBypassInvul
Return Type: boolean
ZenScript Copy// DamageSource.isBypassInvul() as boolean
myDamageSource.isBypassInvul();
Name: isBypassMagic
Return Type: boolean
ZenScript Copy// DamageSource.isBypassMagic() as boolean
myDamageSource.isBypassMagic();
Name: isCreativePlayer
Return Type: boolean
ZenScript Copy// DamageSource.isCreativePlayer() as boolean
myDamageSource.isCreativePlayer();
Name: isDamageHelmet
Return Type: boolean
ZenScript Copy// DamageSource.isDamageHelmet() as boolean
myDamageSource.isDamageHelmet();
Name: isExplosion
Return Type: boolean
ZenScript Copy// DamageSource.isExplosion() as boolean
myDamageSource.isExplosion();
Name: isFall
Return Type: boolean
ZenScript Copy// DamageSource.isFall() as boolean
myDamageSource.isFall();
Name: isFire
Return Type: boolean
ZenScript Copy// DamageSource.isFire() as boolean
myDamageSource.isFire();
Name: isMagic
Return Type: boolean
ZenScript Copy// DamageSource.isMagic() as boolean
myDamageSource.isMagic();
Name: isNoAggro
Return Type: boolean
ZenScript Copy// DamageSource.isNoAggro() as boolean
myDamageSource.isNoAggro();
Name: isProjectile
Return Type: boolean
ZenScript Copy// DamageSource.isProjectile() as boolean
myDamageSource.isProjectile();
Name: scalesWithDifficulty
Return Type: boolean
ZenScript Copy// DamageSource.scalesWithDifficulty() as boolean
myDamageSource.scalesWithDifficulty();
Name: setExplosion
Return Type: DamageSource
ZenScript Copy// DamageSource.setExplosion() as DamageSource
myDamageSource.setExplosion();
Name: setIsFall
Return Type: DamageSource
ZenScript Copy// DamageSource.setIsFall() as DamageSource
myDamageSource.setIsFall();
Name: setMagic
Return Type: DamageSource
ZenScript Copy// DamageSource.setMagic() as DamageSource
myDamageSource.setMagic();
Name: setNoAggro
Return Type: DamageSource
ZenScript Copy// DamageSource.setNoAggro() as DamageSource
myDamageSource.setNoAggro();
Name: setProjectile
Return Type: DamageSource
ZenScript Copy// DamageSource.setProjectile() as DamageSource
myDamageSource.setProjectile();
Name: setScalesWithDifficulty
Return Type: DamageSource
ZenScript Copy// 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 |