If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at
the top of the file.
import crafttweaker . api.entity.type.projectile . Fireball;
Fireball extends AbstractHurtingProjectile
.
Fireball
implements the following interfaces:
ItemSupplier
,Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl <ICapabilityProviderImpl >
,ICapabilityProvider
Undocumented Interfaces TraceableEntity
, IForgeEntity
// Fireball.acceptsFailure as bool
myFireball . acceptsFailure
Return Type:
bool
// Fireball.acceptsFailure() as bool;
myFireball . acceptsFailure();
Return Type:
bool
// Fireball.acceptsSuccess as bool
myFireball . acceptsSuccess
Return Type:
bool
// Fireball.acceptsSuccess() as bool;
myFireball . acceptsSuccess();
Return Type:
bool
// Fireball.addTag(tagName as string) as bool;
myFireball . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Fireball.airSupply as int
Return Type:
int
// Fireball.airSupply() as int;
Return Type:
int
// Fireball.allSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Fireball.allSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Fireball.alwaysAccepts as bool
Return Type:
bool
// Fireball.alwaysAccepts() as bool;
myFireball . alwaysAccepts();
Return Type:
bool
// Fireball.armorSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Fireball.armorSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Fireball.bbHeight as float
Return Type:
float
// Fireball.bbHeight() as float;
Return Type:
float
// Fireball.bbWidth as float
Return Type:
float
// Fireball.bbWidth() as float;
Return Type:
float
// Fireball.blockPosiion as BlockPos
Return Type:
BlockPos
// Fireball.blockPosiion() as BlockPos;
myFireball . blockPosiion();
Return Type:
BlockPos
// Fireball.blockPosition as BlockPos
Return Type:
BlockPos
// Fireball.blockPosition() as BlockPos;
myFireball . blockPosition();
Return Type:
BlockPos
// Fireball.blockX as int
Return Type:
int
// Fireball.blockX() as int;
Return Type:
int
// Fireball.blockY as int
Return Type:
int
// Fireball.blockY() as int;
Return Type:
int
// Fireball.blockZ as int
Return Type:
int
// Fireball.blockZ() as int;
Return Type:
int
// Fireball.boundingBox as AABB
Return Type:
AABB
// Fireball.boundingBox() as AABB;
myFireball . boundingBox();
Return Type:
AABB
// Fireball.boundingBoxForCulling as AABB
myFireball . boundingBoxForCulling
Return Type:
AABB
// Fireball.boundingBoxForCulling() as AABB;
myFireball . boundingBoxForCulling();
Return Type:
AABB
// Fireball.canBeCollidedWith as bool
myFireball . canBeCollidedWith
Return Type:
bool
// Fireball.canBeCollidedWith() as bool;
myFireball . canBeCollidedWith();
Return Type:
bool
// Fireball.canCollideWith(other as Entity) as bool;
myFireball . canCollideWith(myEntity);
Return Type:
bool
// Fireball.canFreeze as bool
Return Type:
bool
// Fireball.canFreeze() as bool;
Return Type:
bool
// Fireball.closerThan(other as Entity, distance as double) as bool;
myFireball . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// Fireball.commandSenderWorld as Level
myFireball . commandSenderWorld
Return Type:
Level
// Fireball.commandSenderWorld() as Level;
myFireball . commandSenderWorld();
Return Type:
Level
// Fireball.controllingPassenger as Entity
myFireball . controllingPassenger
Return Type:
Entity
// Fireball.controllingPassenger() as Entity;
myFireball . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // Fireball.customData as MapData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// Fireball.customData() as MapData;
Return Type:
MapData
// Fireball.customName as Component
Return Type:
Component
// Fireball.customName as Component
Return Type:
Component
// Fireball.customName() as Component;
Return Type:
Component
// Fireball.customName() as Component;
Return Type:
Component
// Fireball.dampensVibrations as bool
myFireball . dampensVibrations
Return Type:
bool
// Fireball.dampensVibrations() as bool;
myFireball . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // Fireball.data as MapData
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// Fireball.data() as MapData;
Return Type:
MapData
// Fireball.deltaMovement as Vec3
Return Type:
Vec3
// Fireball.deltaMovement = (deltaMovement as Vec3);
myFireball . deltaMovement = myVec3;
// Fireball.deltaMovement() as Vec3;
myFireball . deltaMovement();
Return Type:
Vec3
// Fireball.deltaMovement(deltaMovement as Vec3);
myFireball . deltaMovement(myVec3);
// Fireball.dimensionChangingDelay as int
myFireball . dimensionChangingDelay
Return Type:
int
// Fireball.dimensionChangingDelay() as int;
myFireball . dimensionChangingDelay();
Return Type:
int
// Fireball.direction as Direction
Return Type:
Direction
// Fireball.direction() as Direction;
Return Type:
Direction
// Fireball.dismountsUnderwater as bool
myFireball . dismountsUnderwater
Return Type:
bool
// Fireball.displayName as Component
Return Type:
Component
// Fireball.displayName as Component
Return Type:
Component
// Fireball.displayName() as Component;
myFireball . displayName();
Return Type:
Component
// Fireball.displayName() as Component;
myFireball . displayName();
Return Type:
Component
// Fireball.distanceTo(entity as Entity) as float;
myFireball . distanceTo(myEntity);
Return Type:
float
// Fireball.distanceToSqr(x as double, y as double, z as double) as double;
myFireball . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// Fireball.distanceToSqr(entity as Entity) as double;
myFireball . distanceToSqr(myEntity);
Return Type:
double
// Fireball.distanceToSqr(vec as Vec3) as double;
myFireball . distanceToSqr(myVec3);
Return Type:
double
// Fireball.effectSource as Entity
Return Type:
Entity
// Fireball.effectSource() as Entity;
myFireball . effectSource();
Return Type:
Entity
// Fireball.ejectPassengers();
myFireball . ejectPassengers();
// Fireball.eyeHeight as float
Return Type:
float
// Fireball.eyeHeight() as float;
Return Type:
float
// Fireball.eyePosition as Vec3
Return Type:
Vec3
// Fireball.eyePosition() as Vec3;
myFireball . eyePosition();
Return Type:
Vec3
// Fireball.eyeY as double
Return Type:
double
// Fireball.eyeY() as double;
Return Type:
double
// Fireball.feetBlockState as BlockState
myFireball . feetBlockState
Return Type:
BlockState
// Fireball.feetBlockState() as BlockState;
myFireball . feetBlockState();
Return Type:
BlockState
// Fireball.fireImmune as bool
Return Type:
bool
// Fireball.fireImmune() as bool;
Return Type:
bool
// Fireball.firstPassenger as Entity
myFireball . firstPassenger
Return Type:
Entity
// Fireball.firstPassenger() as Entity;
myFireball . firstPassenger();
Return Type:
Entity
// Fireball.fluidJumpThreshold as double
myFireball . fluidJumpThreshold
Return Type:
double
// Fireball.fluidJumpThreshold() as double;
myFireball . fluidJumpThreshold();
Return Type:
double
// Fireball.forward as Vec3
Return Type:
Vec3
// Fireball.forward() as Vec3;
Return Type:
Vec3
Gets the capability for the given side. Returns : The found capability or null.
// Fireball.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myFireball . getCapability < T>(Capabilities.ENERGY, <constant : minecraft:direction:north > );
Return Type:
T ?
Gets the capability. Returns : The found capability or null.
// Fireball.getCapability<T>(cap as Capability<T>) as T?;
myFireball . getCapability < T>( Capabilities . ENERGY);
Return Type:
T ?
// Fireball.getEyePosition(partialTicks as float) as Vec3;
myFireball . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Fireball.getPosition(partialTicks as float) as Vec3;
myFireball . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Fireball.getUpVector(partialTicks as float) as Vec3;
myFireball . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Fireball.getViewVector(partialTicks as float) as Vec3;
myFireball . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Fireball.getX(scale as double) as double;
myFireball . getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Fireball.getY(scale as double) as double;
myFireball . getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Fireball.getZ(scale as double) as double;
myFireball . getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Fireball.handSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Fireball.handSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Fireball.hasCustomName as bool
Return Type:
bool
// Fireball.hasCustomName as bool
Return Type:
bool
// Fireball.hasCustomName() as bool;
myFireball . hasCustomName();
Return Type:
bool
// Fireball.hasCustomName() as bool;
myFireball . hasCustomName();
Return Type:
bool
// Fireball.hasExactlyOnePlayerPassenger as bool
myFireball . hasExactlyOnePlayerPassenger
Return Type:
bool
// Fireball.hasExactlyOnePlayerPassenger() as bool;
myFireball . hasExactlyOnePlayerPassenger();
Return Type:
bool
// Fireball.hasGlowingTag as bool
Return Type:
bool
// Fireball.hasGlowingTag() as bool;
myFireball . hasGlowingTag();
Return Type:
bool
// Fireball.hasIndirectPassenger(entity as Entity) as bool;
myFireball . hasIndirectPassenger(myEntity);
Return Type:
bool
// Fireball.hasPassenger(entity as Entity) as bool;
myFireball . hasPassenger(myEntity);
Return Type:
bool
// Fireball.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myFireball . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// Fireball.hurt(source as DamageSource, amount as float) as bool;
myFireball . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// Fireball.isAlive as bool
Return Type:
bool
// Fireball.isAlive() as bool;
Return Type:
bool
// Fireball.isAlwaysTicking as bool
myFireball . isAlwaysTicking
Return Type:
bool
// Fireball.isAlwaysTicking() as bool;
myFireball . isAlwaysTicking();
Return Type:
bool
// Fireball.isAttackable as bool
Return Type:
bool
// Fireball.isAttackable() as bool;
myFireball . isAttackable();
Return Type:
bool
// Fireball.isColliding(pos as BlockPos, state as BlockState) as bool;
myFireball . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// Fireball.isCrouching as bool
Return Type:
bool
// Fireball.isCrouching() as bool;
myFireball . isCrouching();
Return Type:
bool
// Fireball.isCurrentlyGlowing as bool
myFireball . isCurrentlyGlowing
Return Type:
bool
// Fireball.isCurrentlyGlowing() as bool;
myFireball . isCurrentlyGlowing();
Return Type:
bool
// Fireball.isCustomNameVisible as bool
myFireball . isCustomNameVisible
Return Type:
bool
// Fireball.isCustomNameVisible() as bool;
myFireball . isCustomNameVisible();
Return Type:
bool
// Fireball.isDescending as bool
Return Type:
bool
// Fireball.isDescending() as bool;
myFireball . isDescending();
Return Type:
bool
// Fireball.isDiscrete as bool
Return Type:
bool
// Fireball.isDiscrete() as bool;
Return Type:
bool
// Fireball.isFree(x as double, y as double, z as double) as bool;
myFireball . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// Fireball.isFullyFrozen as bool
Return Type:
bool
// Fireball.isFullyFrozen() as bool;
myFireball . isFullyFrozen();
Return Type:
bool
// Fireball.isInLava as bool
Return Type:
bool
// Fireball.isInLava() as bool;
Return Type:
bool
// Fireball.isInvisible as bool
Return Type:
bool
// Fireball.isInvisible() as bool;
myFireball . isInvisible();
Return Type:
bool
// Fireball.isInvisibleTo(player as Player) as bool;
myFireball . isInvisibleTo(myPlayer);
Return Type:
bool
// Fireball.isInvulnerable as bool
myFireball . isInvulnerable
Return Type:
bool
// Fireball.isInvulnerable() as bool;
myFireball . isInvulnerable();
Return Type:
bool
// Fireball.isInvulnerableTo(source as DamageSource) as bool;
myFireball . isInvulnerableTo(myDamageSource);
Return Type:
bool
// Fireball.isInWall as bool
Return Type:
bool
// Fireball.isInWall() as bool;
Return Type:
bool
// Fireball.isInWater as bool
Return Type:
bool
// Fireball.isInWater() as bool;
Return Type:
bool
// Fireball.isInWaterOrBubble as bool
myFireball . isInWaterOrBubble
Return Type:
bool
// Fireball.isInWaterOrBubble() as bool;
myFireball . isInWaterOrBubble();
Return Type:
bool
// Fireball.isInWaterOrRain as bool
myFireball . isInWaterOrRain
Return Type:
bool
// Fireball.isInWaterOrRain() as bool;
myFireball . isInWaterOrRain();
Return Type:
bool
// Fireball.isInWaterRainOrBubble as bool
myFireball . isInWaterRainOrBubble
Return Type:
bool
// Fireball.isInWaterRainOrBubble() as bool;
myFireball . isInWaterRainOrBubble();
Return Type:
bool
// Fireball.isNoGravity as bool
Return Type:
bool
// Fireball.isNoGravity() as bool;
myFireball . isNoGravity();
Return Type:
bool
// Fireball.isOnFire as bool
Return Type:
bool
// Fireball.isOnFire() as bool;
Return Type:
bool
// Fireball.isOnPortalCooldown as bool
myFireball . isOnPortalCooldown
Return Type:
bool
// Fireball.isOnPortalCooldown() as bool;
myFireball . isOnPortalCooldown();
Return Type:
bool
// Fireball.isPassenger as bool
Return Type:
bool
// Fireball.isPassenger() as bool;
myFireball . isPassenger();
Return Type:
bool
// Fireball.isPassengerOfSameVehicle(entity as Entity) as bool;
myFireball . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// Fireball.isPickable as bool
Return Type:
bool
// Fireball.isPickable() as bool;
Return Type:
bool
// Fireball.isPushable as bool
Return Type:
bool
// Fireball.isPushable() as bool;
Return Type:
bool
// Fireball.isPushedByFluid as bool
myFireball . isPushedByFluid
Return Type:
bool
// Fireball.isPushedByFluid() as bool;
myFireball . isPushedByFluid();
Return Type:
bool
// Fireball.isRemoved as bool
Return Type:
bool
// Fireball.isRemoved() as bool;
Return Type:
bool
// Fireball.isShiftKeyDown as bool
myFireball . isShiftKeyDown
Return Type:
bool
// Fireball.isShiftKeyDown() as bool;
myFireball . isShiftKeyDown();
Return Type:
bool
// Fireball.isSilent as bool
Return Type:
bool
// Fireball.isSilent() as bool;
Return Type:
bool
// Fireball.isSpectator as bool
Return Type:
bool
// Fireball.isSpectator() as bool;
myFireball . isSpectator();
Return Type:
bool
// Fireball.isSprinting as bool
Return Type:
bool
// Fireball.isSprinting() as bool;
myFireball . isSprinting();
Return Type:
bool
// Fireball.isSteppingCarefully as bool
myFireball . isSteppingCarefully
Return Type:
bool
// Fireball.isSteppingCarefully() as bool;
myFireball . isSteppingCarefully();
Return Type:
bool
// Fireball.isSuppressingBounce as bool
myFireball . isSuppressingBounce
Return Type:
bool
// Fireball.isSuppressingBounce() as bool;
myFireball . isSuppressingBounce();
Return Type:
bool
// Fireball.isSwimming as bool
Return Type:
bool
// Fireball.isSwimming() as bool;
Return Type:
bool
// Fireball.isUnderWater as bool
Return Type:
bool
// Fireball.isUnderWater() as bool;
myFireball . isUnderWater();
Return Type:
bool
// Fireball.isVehicle as bool
Return Type:
bool
// Fireball.isVehicle() as bool;
Return Type:
bool
// Fireball.isVisuallyCrawling as bool
myFireball . isVisuallyCrawling
Return Type:
bool
// Fireball.isVisuallyCrawling() as bool;
myFireball . isVisuallyCrawling();
Return Type:
bool
// Fireball.isVisuallySwimming as bool
myFireball . isVisuallySwimming
Return Type:
bool
// Fireball.isVisuallySwimming() as bool;
myFireball . isVisuallySwimming();
Return Type:
bool
// Fireball.item as ItemStack
Return Type:
ItemStack
// Fireball.item() as ItemStack;
Return Type:
ItemStack
// Fireball.level as Level
Return Type:
Level
// Fireball.lookAngle as Vec3
Return Type:
Vec3
// Fireball.lookAngle() as Vec3;
Return Type:
Vec3
// Fireball.maxAirSupply as int
Return Type:
int
// Fireball.maxAirSupply() as int;
myFireball . maxAirSupply();
Return Type:
int
// Fireball.maxFallDistance as int
myFireball . maxFallDistance
Return Type:
int
// Fireball.maxFallDistance() as int;
myFireball . maxFallDistance();
Return Type:
int
// Fireball.motionDirection as Direction
myFireball . motionDirection
Return Type:
Direction
// Fireball.motionDirection() as Direction;
myFireball . motionDirection();
Return Type:
Direction
// Fireball.moveRelative(amount as float, relative as Vec3);
myFireball . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// Fireball.moveTo(vec as Vec3);
myFireball . moveTo(myVec3);
// Fireball.moveTo(x as double, y as double, z as double);
myFireball . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Fireball.moveTo(pos as BlockPos, yaw as float, pitch as float);
myFireball . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// Fireball.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myFireball . moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
yaw: float
Type: float
pitch: float
Type: float
// Fireball.name as Component
Return Type:
Component
// Fireball.name as Component
Return Type:
Component
// Fireball.name() as Component;
Return Type:
Component
// Fireball.name() as Component;
Return Type:
Component
// Fireball.onGround as bool
Return Type:
bool
// Fireball.onPos as BlockPos
Return Type:
BlockPos
// Fireball.onPos() as BlockPos;
Return Type:
BlockPos
// Fireball.owner as Entity
Return Type:
Entity
// Fireball.owner = (entity as Entity);
myFireball . owner = myEntity;
// Fireball.owner(entity as Entity);
myFireball . owner(myEntity);
// Fireball.owner() as Entity;
Return Type:
Entity
// Fireball.passengers as List<Entity>
Return Type:
List <Entity >
// Fireball.passengers() as List<Entity>;
Return Type:
List <Entity >
// Fireball.percentFrozen as float
Return Type:
float
// Fireball.percentFrozen() as float;
myFireball . percentFrozen();
Return Type:
float
// Fireball.pistonPushReaction as PushReaction
myFireball . pistonPushReaction
Return Type:
PushReaction
// Fireball.pistonPushReaction() as PushReaction;
myFireball . pistonPushReaction();
Return Type:
PushReaction
// Fireball.playSound(sound as SoundEvent, volume as float, pitch as float);
myFireball . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// Fireball.portalWaitTime as int
myFireball . portalWaitTime
Return Type:
int
// Fireball.portalWaitTime() as int;
myFireball . portalWaitTime();
Return Type:
int
// Fireball.position as Vec3
Return Type:
Vec3
// Fireball.position() as Vec3;
Return Type:
Vec3
// Fireball.positionRider(entity as Entity);
myFireball . positionRider(myEntity);
// Fireball.registryName() as ResourceLocation;
myFireball . registryName();
Return Type:
ResourceLocation
// Fireball.remainingFireTicks as int
myFireball . remainingFireTicks
Return Type:
int
// Fireball.remainingFireTicks() as int;
myFireball . remainingFireTicks();
Return Type:
int
// Fireball.removeTag(tagName as string) as bool;
myFireball . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Fireball.removeVehicle();
myFireball . removeVehicle();
// Fireball.rootVehicle as Entity
Return Type:
Entity
// Fireball.rootVehicle() as Entity;
myFireball . rootVehicle();
Return Type:
Entity
// Fireball.sendMessage(component as Component);
myFireball . sendMessage(myComponent);
// Fireball.setAirSupply(air as int);
myFireball . setAirSupply(myInt);
// Fireball.setCustomName(name as Component);
myFireball . setCustomName(myComponent);
// Fireball.setCustomNameVisible(visible as bool);
myFireball . setCustomNameVisible(myBool);
// Fireball.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myFireball . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// Fireball.setGlowingTag(glowing as bool);
myFireball . setGlowingTag(myBool);
// Fireball.setInvisible(invisible as bool);
myFireball . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// Fireball.setInvulnerable(invulnerable as bool);
myFireball . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// Fireball.setIsInPowderSnow(inPowderSnow as bool);
myFireball . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// Fireball.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myFireball . setItemSlot(myEquipmentSlot, myItemStack);
// Fireball.setNoGravity(noGravity as bool);
myFireball . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// Fireball.setOldPosAndRot();
myFireball . setOldPosAndRot();
// Fireball.setOnGround(onGround as bool);
myFireball . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// Fireball.setPortalCooldown();
myFireball . setPortalCooldown();
// Fireball.setPos(position as Vec3);
myFireball . setPos(myVec3);
// Fireball.setPos(x as double, y as double, z as double);
myFireball . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Fireball.setPosRaw(x as double, y as double, z as double);
myFireball . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Fireball.setRemainingFireTicks(ticks as int);
myFireball . setRemainingFireTicks(myInt);
// Fireball.setRemoved(var1 as RemovalReason);
myFireball . setRemoved(myRemovalReason);
// Fireball.setSecondsOnFire(seconds as int);
myFireball . setSecondsOnFire(myInt);
// Fireball.setShiftKeyDown(keyDown as bool);
myFireball . setShiftKeyDown(myBool);
// Fireball.setSilent(silent as bool);
myFireball . setSilent(myBool);
// Fireball.setSprinting(sprinting as bool);
myFireball . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// Fireball.setSwimming(swimming as bool);
myFireball . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// Fireball.setTicksFrozen(ticks as int);
myFireball . setTicksFrozen(myInt);
// Fireball.shouldBeSaved as bool
Return Type:
bool
// Fireball.shouldBeSaved() as bool;
myFireball . shouldBeSaved();
Return Type:
bool
// Fireball.shouldInformAdmins as bool
myFireball . shouldInformAdmins
Return Type:
bool
// Fireball.shouldInformAdmins() as bool;
myFireball . shouldInformAdmins();
Return Type:
bool
// Fireball.shouldShowName as bool
myFireball . shouldShowName
Return Type:
bool
// Fireball.shouldShowName() as bool;
myFireball . shouldShowName();
Return Type:
bool
// Fireball.showVehicleHealth as bool
myFireball . showVehicleHealth
Return Type:
bool
// Fireball.showVehicleHealth() as bool;
myFireball . showVehicleHealth();
Return Type:
bool
// Fireball.soundSource as SoundSource
Return Type:
SoundSource
// Fireball.soundSource() as SoundSource;
myFireball . soundSource();
Return Type:
SoundSource
// Fireball.startRiding(entity as Entity) as bool;
myFireball . startRiding(myEntity);
Return Type:
bool
// Fireball.startRiding(entity as Entity, force as bool) as bool;
myFireball . startRiding(myEntity, myBool);
Return Type:
bool
// Fireball.stopRiding();
// Fireball.stringUUID as string
Return Type:
string
// Fireball.stringUUID() as string;
Return Type:
string
// Fireball.tags as Set<string>
Return Type:
Set <string >
// Fireball.tags() as Set<string>;
Return Type:
Set <string >
// Fireball.teamColor as int
Return Type:
int
// Fireball.teamColor() as int;
Return Type:
int
// Fireball.teleportTo(x as double, y as double, z as double);
myFireball . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Fireball.ticksFrozen as int
Return Type:
int
// Fireball.ticksFrozen() as int;
myFireball . ticksFrozen();
Return Type:
int
// Fireball.ticksRequiredToFreeze as int
myFireball . ticksRequiredToFreeze
Return Type:
int
// Fireball.ticksRequiredToFreeze() as int;
myFireball . ticksRequiredToFreeze();
Return Type:
int
// Fireball.turn(yaw as double, pitch as double);
myFireball . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
Updates the custom NBT data for this Entity. // Fireball.updateCustomData(data as MapData);
myFireball . updateCustomData({custom: "data" });
// Fireball.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myFireball . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // Fireball.updateData(data as MapData);
myFireball . updateData({key: "value" });
// Fireball.uuid() as UUID;
Return Type:
UUID
// Fireball.vehicle as Entity
Return Type:
Entity
// Fireball.vehicle() as Entity;
Return Type:
Entity
// Fireball.x() as double;
Return Type:
double
Gets the x power of this projectile. // Fireball.xPower as double
Return Type:
double
Sets the x power of this projectile. // Fireball.xPower = (xPower as double);
myFireball . xPower = myDouble;
Parameters:
xPower: double
Type: double
- The x power of this projectile.
Gets the x power of this projectile. Returns : The x power of this projectile.
// Fireball.xPower() as double;
Return Type:
double
Sets the x power of this projectile. // Fireball.xPower(xPower as double);
Parameters:
xPower: double
Type: double
- The x power of this projectile.
// Fireball.y() as double;
Return Type:
double
Gets the y power of this projectile. // Fireball.yPower as double
Return Type:
double
Sets the y power of this projectile. // Fireball.yPower = (yPower as double);
myFireball . yPower = myDouble;
Parameters:
yPower: double
Type: double
- The y power of this projectile.
Gets the y power of this projectile. Returns : The y power of this projectile.
// Fireball.yPower() as double;
Return Type:
double
Sets the y power of this projectile. // Fireball.yPower(yPower as double);
Parameters:
yPower: double
Type: double
- The y power of this projectile.
// Fireball.z() as double;
Return Type:
double
Gets the z power of this projectile. // Fireball.zPower as double
Return Type:
double
Sets the z power of this projectile. // Fireball.zPower = (zPower as double);
myFireball . zPower = myDouble;
Parameters:
zPower: double
Type: double
- The z power of this projectile.
Gets the z power of this projectile. Returns : The z power of this projectile.
// Fireball.zPower() as double;
Return Type:
double
Sets the z power of this projectile. // Fireball.zPower(zPower as double);
Parameters:
zPower: double
Type: double
- The z power of this projectile.