ThrowableItemProjectile

Importing the class

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.

script.zs
import crafttweaker.api.entity.type.projectile.ThrowableItemProjectile;

Extends

ThrowableItemProjectile extends ThrowableProjectile.

Implements

ThrowableItemProjectile implements the following interfaces:

ItemSupplier,Nameable,EntityAccess,CommandSource,ICapabilityProviderImpl<ICapabilityProviderImpl>,ICapabilityProvider

Undocumented Interfaces

TraceableEntity,IForgeEntity

Members

Getter
script.zs
// ThrowableItemProjectile.acceptsFailure as bool
myThrowableItemProjectile.acceptsFailure

Return Type: bool

acceptsFailure() as bool
script.zs
// ThrowableItemProjectile.acceptsFailure() as bool;
myThrowableItemProjectile.acceptsFailure();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.acceptsSuccess as bool
myThrowableItemProjectile.acceptsSuccess

Return Type: bool

acceptsSuccess() as bool
script.zs
// ThrowableItemProjectile.acceptsSuccess() as bool;
myThrowableItemProjectile.acceptsSuccess();

Return Type: bool

addTag(tagName as string) as bool
script.zs
// ThrowableItemProjectile.addTag(tagName as string) as bool;
myThrowableItemProjectile.addTag(myString);

Parameters:

tagName Type: string

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.airSupply as int
myThrowableItemProjectile.airSupply

Return Type: int

airSupply() as int
script.zs
// ThrowableItemProjectile.airSupply() as int;
myThrowableItemProjectile.airSupply();

Return Type: int

Getter
script.zs
// ThrowableItemProjectile.allSlots as Iterable<ItemStack>
myThrowableItemProjectile.allSlots

Return Type: Iterable<ItemStack>

allSlots() as Iterable<ItemStack>
script.zs
// ThrowableItemProjectile.allSlots() as Iterable<ItemStack>;
myThrowableItemProjectile.allSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// ThrowableItemProjectile.alwaysAccepts as bool
myThrowableItemProjectile.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
script.zs
// ThrowableItemProjectile.alwaysAccepts() as bool;
myThrowableItemProjectile.alwaysAccepts();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.armorSlots as Iterable<ItemStack>
myThrowableItemProjectile.armorSlots

Return Type: Iterable<ItemStack>

armorSlots() as Iterable<ItemStack>
script.zs
// ThrowableItemProjectile.armorSlots() as Iterable<ItemStack>;
myThrowableItemProjectile.armorSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// ThrowableItemProjectile.bbHeight as float
myThrowableItemProjectile.bbHeight

Return Type: float

bbHeight() as float
script.zs
// ThrowableItemProjectile.bbHeight() as float;
myThrowableItemProjectile.bbHeight();

Return Type: float

Getter
script.zs
// ThrowableItemProjectile.bbWidth as float
myThrowableItemProjectile.bbWidth

Return Type: float

bbWidth() as float
script.zs
// ThrowableItemProjectile.bbWidth() as float;
myThrowableItemProjectile.bbWidth();

Return Type: float

Getter
script.zs
// ThrowableItemProjectile.blockPosiion as BlockPos
myThrowableItemProjectile.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
script.zs
// ThrowableItemProjectile.blockPosiion() as BlockPos;
myThrowableItemProjectile.blockPosiion();

Return Type: BlockPos

Getter
script.zs
// ThrowableItemProjectile.blockPosition as BlockPos
myThrowableItemProjectile.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
script.zs
// ThrowableItemProjectile.blockPosition() as BlockPos;
myThrowableItemProjectile.blockPosition();

Return Type: BlockPos

Getter
script.zs
// ThrowableItemProjectile.blockX as int
myThrowableItemProjectile.blockX

Return Type: int

blockX() as int
script.zs
// ThrowableItemProjectile.blockX() as int;
myThrowableItemProjectile.blockX();

Return Type: int

Getter
script.zs
// ThrowableItemProjectile.blockY as int
myThrowableItemProjectile.blockY

Return Type: int

blockY() as int
script.zs
// ThrowableItemProjectile.blockY() as int;
myThrowableItemProjectile.blockY();

Return Type: int

Getter
script.zs
// ThrowableItemProjectile.blockZ as int
myThrowableItemProjectile.blockZ

Return Type: int

blockZ() as int
script.zs
// ThrowableItemProjectile.blockZ() as int;
myThrowableItemProjectile.blockZ();

Return Type: int

Getter
script.zs
// ThrowableItemProjectile.boundingBox as AABB
myThrowableItemProjectile.boundingBox

Return Type: AABB

boundingBox() as AABB
script.zs
// ThrowableItemProjectile.boundingBox() as AABB;
myThrowableItemProjectile.boundingBox();

Return Type: AABB

Getter
script.zs
// ThrowableItemProjectile.boundingBoxForCulling as AABB
myThrowableItemProjectile.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
script.zs
// ThrowableItemProjectile.boundingBoxForCulling() as AABB;
myThrowableItemProjectile.boundingBoxForCulling();

Return Type: AABB

Getter
script.zs
// ThrowableItemProjectile.canBeCollidedWith as bool
myThrowableItemProjectile.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
script.zs
// ThrowableItemProjectile.canBeCollidedWith() as bool;
myThrowableItemProjectile.canBeCollidedWith();

Return Type: bool

canCollideWith(other as Entity) as bool
script.zs
// ThrowableItemProjectile.canCollideWith(other as Entity) as bool;
myThrowableItemProjectile.canCollideWith(myEntity);

Parameters:

other Type: Entity

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.canFreeze as bool
myThrowableItemProjectile.canFreeze

Return Type: bool

canFreeze() as bool
script.zs
// ThrowableItemProjectile.canFreeze() as bool;
myThrowableItemProjectile.canFreeze();

Return Type: bool

clearFire()
script.zs
// ThrowableItemProjectile.clearFire();
myThrowableItemProjectile.clearFire();
closerThan(other as Entity, distance as double) as bool
script.zs
// ThrowableItemProjectile.closerThan(other as Entity, distance as double) as bool;
myThrowableItemProjectile.closerThan(myEntity, myDouble);

Parameters:

other Type: Entity
distance Type: double

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.commandSenderWorld as Level
myThrowableItemProjectile.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
script.zs
// ThrowableItemProjectile.commandSenderWorld() as Level;
myThrowableItemProjectile.commandSenderWorld();

Return Type: Level

Getter
script.zs
// ThrowableItemProjectile.controllingPassenger as Entity
myThrowableItemProjectile.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
script.zs
// ThrowableItemProjectile.controllingPassenger() as Entity;
myThrowableItemProjectile.controllingPassenger();

Return Type: Entity

Getter
Gets the custom NBT data for this Entity.
script.zs
// ThrowableItemProjectile.customData as MapData
myThrowableItemProjectile.customData

Return Type: MapData

customData() as MapData
Gets the custom NBT data for this Entity.

Returns: The custom data for this Entity.

script.zs
// ThrowableItemProjectile.customData() as MapData;
myThrowableItemProjectile.customData();

Return Type: MapData

Getter
script.zs
// ThrowableItemProjectile.customName as Component
myThrowableItemProjectile.customName

Return Type: Component

Getter
script.zs
// ThrowableItemProjectile.customName as Component
myThrowableItemProjectile.customName

Return Type: Component

customName() as Component
script.zs
// ThrowableItemProjectile.customName() as Component;
myThrowableItemProjectile.customName();

Return Type: Component

customName() as Component
script.zs
// ThrowableItemProjectile.customName() as Component;
myThrowableItemProjectile.customName();

Return Type: Component

Getter
script.zs
// ThrowableItemProjectile.dampensVibrations as bool
myThrowableItemProjectile.dampensVibrations

Return Type: bool

dampensVibrations() as bool
script.zs
// ThrowableItemProjectile.dampensVibrations() as bool;
myThrowableItemProjectile.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// ThrowableItemProjectile.data as MapData
myThrowableItemProjectile.data

Return Type: MapData

data() as MapData
Gets the NBT data of this Entity.

Returns: The NBT data of this Entity.

script.zs
// ThrowableItemProjectile.data() as MapData;
myThrowableItemProjectile.data();

Return Type: MapData

Getter
script.zs
// ThrowableItemProjectile.deltaMovement as Vec3
myThrowableItemProjectile.deltaMovement

Return Type: Vec3

Setter
script.zs
// ThrowableItemProjectile.deltaMovement = (deltaMovement as Vec3);
myThrowableItemProjectile.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3
deltaMovement() as Vec3
script.zs
// ThrowableItemProjectile.deltaMovement() as Vec3;
myThrowableItemProjectile.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
script.zs
// ThrowableItemProjectile.deltaMovement(deltaMovement as Vec3);
myThrowableItemProjectile.deltaMovement(myVec3);

Parameters:

deltaMovement Type: Vec3
Getter
script.zs
// ThrowableItemProjectile.dimensionChangingDelay as int
myThrowableItemProjectile.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
script.zs
// ThrowableItemProjectile.dimensionChangingDelay() as int;
myThrowableItemProjectile.dimensionChangingDelay();

Return Type: int

Getter
script.zs
// ThrowableItemProjectile.direction as Direction
myThrowableItemProjectile.direction

Return Type: Direction

direction() as Direction
script.zs
// ThrowableItemProjectile.direction() as Direction;
myThrowableItemProjectile.direction();

Return Type: Direction

discard()
script.zs
// ThrowableItemProjectile.discard();
myThrowableItemProjectile.discard();
Getter
script.zs
// ThrowableItemProjectile.dismountsUnderwater as bool
myThrowableItemProjectile.dismountsUnderwater

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.displayName as Component
myThrowableItemProjectile.displayName

Return Type: Component

Getter
script.zs
// ThrowableItemProjectile.displayName as Component
myThrowableItemProjectile.displayName

Return Type: Component

displayName() as Component
script.zs
// ThrowableItemProjectile.displayName() as Component;
myThrowableItemProjectile.displayName();

Return Type: Component

displayName() as Component
script.zs
// ThrowableItemProjectile.displayName() as Component;
myThrowableItemProjectile.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
script.zs
// ThrowableItemProjectile.distanceTo(entity as Entity) as float;
myThrowableItemProjectile.distanceTo(myEntity);

Parameters:

entity Type: Entity

Return Type: float

distanceToSqr(x as double, y as double, z as double) as double
script.zs
// ThrowableItemProjectile.distanceToSqr(x as double, y as double, z as double) as double;
myThrowableItemProjectile.distanceToSqr(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double

Return Type: double

distanceToSqr(entity as Entity) as double
script.zs
// ThrowableItemProjectile.distanceToSqr(entity as Entity) as double;
myThrowableItemProjectile.distanceToSqr(myEntity);

Parameters:

entity Type: Entity

Return Type: double

distanceToSqr(vec as Vec3) as double
script.zs
// ThrowableItemProjectile.distanceToSqr(vec as Vec3) as double;
myThrowableItemProjectile.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3

Return Type: double

Getter
script.zs
// ThrowableItemProjectile.effectSource as Entity
myThrowableItemProjectile.effectSource

Return Type: Entity

effectSource() as Entity
script.zs
// ThrowableItemProjectile.effectSource() as Entity;
myThrowableItemProjectile.effectSource();

Return Type: Entity

ejectPassengers()
script.zs
// ThrowableItemProjectile.ejectPassengers();
myThrowableItemProjectile.ejectPassengers();
Getter
script.zs
// ThrowableItemProjectile.eyeHeight as float
myThrowableItemProjectile.eyeHeight

Return Type: float

eyeHeight() as float
script.zs
// ThrowableItemProjectile.eyeHeight() as float;
myThrowableItemProjectile.eyeHeight();

Return Type: float

Getter
script.zs
// ThrowableItemProjectile.eyePosition as Vec3
myThrowableItemProjectile.eyePosition

Return Type: Vec3

eyePosition() as Vec3
script.zs
// ThrowableItemProjectile.eyePosition() as Vec3;
myThrowableItemProjectile.eyePosition();

Return Type: Vec3

Getter
script.zs
// ThrowableItemProjectile.eyeY as double
myThrowableItemProjectile.eyeY

Return Type: double

eyeY() as double
script.zs
// ThrowableItemProjectile.eyeY() as double;
myThrowableItemProjectile.eyeY();

Return Type: double

Getter
script.zs
// ThrowableItemProjectile.feetBlockState as BlockState
myThrowableItemProjectile.feetBlockState

Return Type: BlockState

feetBlockState() as BlockState
script.zs
// ThrowableItemProjectile.feetBlockState() as BlockState;
myThrowableItemProjectile.feetBlockState();

Return Type: BlockState

Getter
script.zs
// ThrowableItemProjectile.fireImmune as bool
myThrowableItemProjectile.fireImmune

Return Type: bool

fireImmune() as bool
script.zs
// ThrowableItemProjectile.fireImmune() as bool;
myThrowableItemProjectile.fireImmune();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.firstPassenger as Entity
myThrowableItemProjectile.firstPassenger

Return Type: Entity

firstPassenger() as Entity
script.zs
// ThrowableItemProjectile.firstPassenger() as Entity;
myThrowableItemProjectile.firstPassenger();

Return Type: Entity

Getter
script.zs
// ThrowableItemProjectile.fluidJumpThreshold as double
myThrowableItemProjectile.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
script.zs
// ThrowableItemProjectile.fluidJumpThreshold() as double;
myThrowableItemProjectile.fluidJumpThreshold();

Return Type: double

Getter
script.zs
// ThrowableItemProjectile.forward as Vec3
myThrowableItemProjectile.forward

Return Type: Vec3

forward() as Vec3
script.zs
// ThrowableItemProjectile.forward() as Vec3;
myThrowableItemProjectile.forward();

Return Type: Vec3

getCapability(cap as Capability<T>, side as Direction) as T?
Gets the capability for the given side.

Returns: The found capability or null.

script.zs
// ThrowableItemProjectile.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myThrowableItemProjectile.getCapability<T>(Capabilities.ENERGY, <constant:minecraft:direction:north>);

Parameters:

cap Type: Capability<T> - The capability to get.
side Type: Direction - The side to get the capability from, can be null.

Return Type: T?

getCapability(cap as Capability<T>) as T?
Gets the capability.

Returns: The found capability or null.

script.zs
// ThrowableItemProjectile.getCapability<T>(cap as Capability<T>) as T?;
myThrowableItemProjectile.getCapability<T>(Capabilities.ENERGY);

Parameters:

cap Type: Capability<T> - The capability to get.

Return Type: T?

getEyePosition(partialTicks as float) as Vec3
script.zs
// ThrowableItemProjectile.getEyePosition(partialTicks as float) as Vec3;
myThrowableItemProjectile.getEyePosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getPosition(partialTicks as float) as Vec3
script.zs
// ThrowableItemProjectile.getPosition(partialTicks as float) as Vec3;
myThrowableItemProjectile.getPosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getUpVector(partialTicks as float) as Vec3
script.zs
// ThrowableItemProjectile.getUpVector(partialTicks as float) as Vec3;
myThrowableItemProjectile.getUpVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
script.zs
// ThrowableItemProjectile.getViewVector(partialTicks as float) as Vec3;
myThrowableItemProjectile.getViewVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getX(scale as double) as double
script.zs
// ThrowableItemProjectile.getX(scale as double) as double;
myThrowableItemProjectile.getX(myDouble);

Parameters:

scale Type: double

Return Type: double

getY(scale as double) as double
script.zs
// ThrowableItemProjectile.getY(scale as double) as double;
myThrowableItemProjectile.getY(myDouble);

Parameters:

scale Type: double

Return Type: double

getZ(scale as double) as double
script.zs
// ThrowableItemProjectile.getZ(scale as double) as double;
myThrowableItemProjectile.getZ(myDouble);

Parameters:

scale Type: double

Return Type: double

Getter
script.zs
// ThrowableItemProjectile.handSlots as Iterable<ItemStack>
myThrowableItemProjectile.handSlots

Return Type: Iterable<ItemStack>

handSlots() as Iterable<ItemStack>
script.zs
// ThrowableItemProjectile.handSlots() as Iterable<ItemStack>;
myThrowableItemProjectile.handSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// ThrowableItemProjectile.hasCustomName as bool
myThrowableItemProjectile.hasCustomName

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.hasCustomName as bool
myThrowableItemProjectile.hasCustomName

Return Type: bool

hasCustomName() as bool
script.zs
// ThrowableItemProjectile.hasCustomName() as bool;
myThrowableItemProjectile.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// ThrowableItemProjectile.hasCustomName() as bool;
myThrowableItemProjectile.hasCustomName();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.hasExactlyOnePlayerPassenger as bool
myThrowableItemProjectile.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
script.zs
// ThrowableItemProjectile.hasExactlyOnePlayerPassenger() as bool;
myThrowableItemProjectile.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.hasGlowingTag as bool
myThrowableItemProjectile.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
script.zs
// ThrowableItemProjectile.hasGlowingTag() as bool;
myThrowableItemProjectile.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
script.zs
// ThrowableItemProjectile.hasIndirectPassenger(entity as Entity) as bool;
myThrowableItemProjectile.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(entity as Entity) as bool
script.zs
// ThrowableItemProjectile.hasPassenger(entity as Entity) as bool;
myThrowableItemProjectile.hasPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as bool
script.zs
// ThrowableItemProjectile.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myThrowableItemProjectile.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool

Return Type: bool

hurt(source as DamageSource, amount as float) as bool
script.zs
// ThrowableItemProjectile.hurt(source as DamageSource, amount as float) as bool;
myThrowableItemProjectile.hurt(myDamageSource, myFloat);

Parameters:

source Type: DamageSource
amount Type: float

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.id as int
myThrowableItemProjectile.id

Return Type: int

id() as int
script.zs
// ThrowableItemProjectile.id() as int;
myThrowableItemProjectile.id();

Return Type: int

Getter
script.zs
// ThrowableItemProjectile.isAlive as bool
myThrowableItemProjectile.isAlive

Return Type: bool

isAlive() as bool
script.zs
// ThrowableItemProjectile.isAlive() as bool;
myThrowableItemProjectile.isAlive();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isAlwaysTicking as bool
myThrowableItemProjectile.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
script.zs
// ThrowableItemProjectile.isAlwaysTicking() as bool;
myThrowableItemProjectile.isAlwaysTicking();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isAttackable as bool
myThrowableItemProjectile.isAttackable

Return Type: bool

isAttackable() as bool
script.zs
// ThrowableItemProjectile.isAttackable() as bool;
myThrowableItemProjectile.isAttackable();

Return Type: bool

isColliding(pos as BlockPos, state as BlockState) as bool
script.zs
// ThrowableItemProjectile.isColliding(pos as BlockPos, state as BlockState) as bool;
myThrowableItemProjectile.isColliding(myBlockPos, myBlockState);

Parameters:

pos Type: BlockPos
state Type: BlockState

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isCrouching as bool
myThrowableItemProjectile.isCrouching

Return Type: bool

isCrouching() as bool
script.zs
// ThrowableItemProjectile.isCrouching() as bool;
myThrowableItemProjectile.isCrouching();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isCurrentlyGlowing as bool
myThrowableItemProjectile.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// ThrowableItemProjectile.isCurrentlyGlowing() as bool;
myThrowableItemProjectile.isCurrentlyGlowing();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isCustomNameVisible as bool
myThrowableItemProjectile.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
script.zs
// ThrowableItemProjectile.isCustomNameVisible() as bool;
myThrowableItemProjectile.isCustomNameVisible();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isDescending as bool
myThrowableItemProjectile.isDescending

Return Type: bool

isDescending() as bool
script.zs
// ThrowableItemProjectile.isDescending() as bool;
myThrowableItemProjectile.isDescending();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isDiscrete as bool
myThrowableItemProjectile.isDiscrete

Return Type: bool

isDiscrete() as bool
script.zs
// ThrowableItemProjectile.isDiscrete() as bool;
myThrowableItemProjectile.isDiscrete();

Return Type: bool

isFree(x as double, y as double, z as double) as bool
script.zs
// ThrowableItemProjectile.isFree(x as double, y as double, z as double) as bool;
myThrowableItemProjectile.isFree(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isFullyFrozen as bool
myThrowableItemProjectile.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
script.zs
// ThrowableItemProjectile.isFullyFrozen() as bool;
myThrowableItemProjectile.isFullyFrozen();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isInLava as bool
myThrowableItemProjectile.isInLava

Return Type: bool

isInLava() as bool
script.zs
// ThrowableItemProjectile.isInLava() as bool;
myThrowableItemProjectile.isInLava();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isInvisible as bool
myThrowableItemProjectile.isInvisible

Return Type: bool

isInvisible() as bool
script.zs
// ThrowableItemProjectile.isInvisible() as bool;
myThrowableItemProjectile.isInvisible();

Return Type: bool

isInvisibleTo(player as Player) as bool
script.zs
// ThrowableItemProjectile.isInvisibleTo(player as Player) as bool;
myThrowableItemProjectile.isInvisibleTo(myPlayer);

Parameters:

player Type: Player

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isInvulnerable as bool
myThrowableItemProjectile.isInvulnerable

Return Type: bool

isInvulnerable() as bool
script.zs
// ThrowableItemProjectile.isInvulnerable() as bool;
myThrowableItemProjectile.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
script.zs
// ThrowableItemProjectile.isInvulnerableTo(source as DamageSource) as bool;
myThrowableItemProjectile.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isInWall as bool
myThrowableItemProjectile.isInWall

Return Type: bool

isInWall() as bool
script.zs
// ThrowableItemProjectile.isInWall() as bool;
myThrowableItemProjectile.isInWall();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isInWater as bool
myThrowableItemProjectile.isInWater

Return Type: bool

isInWater() as bool
script.zs
// ThrowableItemProjectile.isInWater() as bool;
myThrowableItemProjectile.isInWater();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isInWaterOrBubble as bool
myThrowableItemProjectile.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
script.zs
// ThrowableItemProjectile.isInWaterOrBubble() as bool;
myThrowableItemProjectile.isInWaterOrBubble();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isInWaterOrRain as bool
myThrowableItemProjectile.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
script.zs
// ThrowableItemProjectile.isInWaterOrRain() as bool;
myThrowableItemProjectile.isInWaterOrRain();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isInWaterRainOrBubble as bool
myThrowableItemProjectile.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as bool
script.zs
// ThrowableItemProjectile.isInWaterRainOrBubble() as bool;
myThrowableItemProjectile.isInWaterRainOrBubble();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isNoGravity as bool
myThrowableItemProjectile.isNoGravity

Return Type: bool

isNoGravity() as bool
script.zs
// ThrowableItemProjectile.isNoGravity() as bool;
myThrowableItemProjectile.isNoGravity();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isOnFire as bool
myThrowableItemProjectile.isOnFire

Return Type: bool

isOnFire() as bool
script.zs
// ThrowableItemProjectile.isOnFire() as bool;
myThrowableItemProjectile.isOnFire();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isOnPortalCooldown as bool
myThrowableItemProjectile.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
script.zs
// ThrowableItemProjectile.isOnPortalCooldown() as bool;
myThrowableItemProjectile.isOnPortalCooldown();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isPassenger as bool
myThrowableItemProjectile.isPassenger

Return Type: bool

isPassenger() as bool
script.zs
// ThrowableItemProjectile.isPassenger() as bool;
myThrowableItemProjectile.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
script.zs
// ThrowableItemProjectile.isPassengerOfSameVehicle(entity as Entity) as bool;
myThrowableItemProjectile.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isPickable as bool
myThrowableItemProjectile.isPickable

Return Type: bool

isPickable() as bool
script.zs
// ThrowableItemProjectile.isPickable() as bool;
myThrowableItemProjectile.isPickable();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isPushable as bool
myThrowableItemProjectile.isPushable

Return Type: bool

isPushable() as bool
script.zs
// ThrowableItemProjectile.isPushable() as bool;
myThrowableItemProjectile.isPushable();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isPushedByFluid as bool
myThrowableItemProjectile.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
script.zs
// ThrowableItemProjectile.isPushedByFluid() as bool;
myThrowableItemProjectile.isPushedByFluid();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isRemoved as bool
myThrowableItemProjectile.isRemoved

Return Type: bool

isRemoved() as bool
script.zs
// ThrowableItemProjectile.isRemoved() as bool;
myThrowableItemProjectile.isRemoved();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isShiftKeyDown as bool
myThrowableItemProjectile.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
script.zs
// ThrowableItemProjectile.isShiftKeyDown() as bool;
myThrowableItemProjectile.isShiftKeyDown();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isSilent as bool
myThrowableItemProjectile.isSilent

Return Type: bool

isSilent() as bool
script.zs
// ThrowableItemProjectile.isSilent() as bool;
myThrowableItemProjectile.isSilent();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isSpectator as bool
myThrowableItemProjectile.isSpectator

Return Type: bool

isSpectator() as bool
script.zs
// ThrowableItemProjectile.isSpectator() as bool;
myThrowableItemProjectile.isSpectator();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isSprinting as bool
myThrowableItemProjectile.isSprinting

Return Type: bool

isSprinting() as bool
script.zs
// ThrowableItemProjectile.isSprinting() as bool;
myThrowableItemProjectile.isSprinting();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isSteppingCarefully as bool
myThrowableItemProjectile.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
script.zs
// ThrowableItemProjectile.isSteppingCarefully() as bool;
myThrowableItemProjectile.isSteppingCarefully();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isSuppressingBounce as bool
myThrowableItemProjectile.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
script.zs
// ThrowableItemProjectile.isSuppressingBounce() as bool;
myThrowableItemProjectile.isSuppressingBounce();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isSwimming as bool
myThrowableItemProjectile.isSwimming

Return Type: bool

isSwimming() as bool
script.zs
// ThrowableItemProjectile.isSwimming() as bool;
myThrowableItemProjectile.isSwimming();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isUnderWater as bool
myThrowableItemProjectile.isUnderWater

Return Type: bool

isUnderWater() as bool
script.zs
// ThrowableItemProjectile.isUnderWater() as bool;
myThrowableItemProjectile.isUnderWater();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isVehicle as bool
myThrowableItemProjectile.isVehicle

Return Type: bool

isVehicle() as bool
script.zs
// ThrowableItemProjectile.isVehicle() as bool;
myThrowableItemProjectile.isVehicle();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isVisuallyCrawling as bool
myThrowableItemProjectile.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
script.zs
// ThrowableItemProjectile.isVisuallyCrawling() as bool;
myThrowableItemProjectile.isVisuallyCrawling();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.isVisuallySwimming as bool
myThrowableItemProjectile.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
script.zs
// ThrowableItemProjectile.isVisuallySwimming() as bool;
myThrowableItemProjectile.isVisuallySwimming();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.item as ItemStack
myThrowableItemProjectile.item

Return Type: ItemStack

Setter
script.zs
// ThrowableItemProjectile.item = (stack as ItemStack);
myThrowableItemProjectile.item = myItemStack;

Parameters:

stack Type: ItemStack
item(stack as ItemStack)
script.zs
// ThrowableItemProjectile.item(stack as ItemStack);
myThrowableItemProjectile.item(myItemStack);

Parameters:

stack Type: ItemStack
item() as ItemStack
script.zs
// ThrowableItemProjectile.item() as ItemStack;
myThrowableItemProjectile.item();

Return Type: ItemStack

kill()
script.zs
// ThrowableItemProjectile.kill();
myThrowableItemProjectile.kill();
lavaHurt()
script.zs
// ThrowableItemProjectile.lavaHurt();
myThrowableItemProjectile.lavaHurt();
Getter
script.zs
// ThrowableItemProjectile.level as Level
myThrowableItemProjectile.level

Return Type: Level

Getter
script.zs
// ThrowableItemProjectile.lookAngle as Vec3
myThrowableItemProjectile.lookAngle

Return Type: Vec3

lookAngle() as Vec3
script.zs
// ThrowableItemProjectile.lookAngle() as Vec3;
myThrowableItemProjectile.lookAngle();

Return Type: Vec3

Getter
script.zs
// ThrowableItemProjectile.maxAirSupply as int
myThrowableItemProjectile.maxAirSupply

Return Type: int

maxAirSupply() as int
script.zs
// ThrowableItemProjectile.maxAirSupply() as int;
myThrowableItemProjectile.maxAirSupply();

Return Type: int

Getter
script.zs
// ThrowableItemProjectile.maxFallDistance as int
myThrowableItemProjectile.maxFallDistance

Return Type: int

maxFallDistance() as int
script.zs
// ThrowableItemProjectile.maxFallDistance() as int;
myThrowableItemProjectile.maxFallDistance();

Return Type: int

Getter
script.zs
// ThrowableItemProjectile.motionDirection as Direction
myThrowableItemProjectile.motionDirection

Return Type: Direction

motionDirection() as Direction
script.zs
// ThrowableItemProjectile.motionDirection() as Direction;
myThrowableItemProjectile.motionDirection();

Return Type: Direction

moveRelative(amount as float, relative as Vec3)
script.zs
// ThrowableItemProjectile.moveRelative(amount as float, relative as Vec3);
myThrowableItemProjectile.moveRelative(myFloat, myVec3);

Parameters:

amount Type: float
relative Type: Vec3
moveTo(vec as Vec3)
script.zs
// ThrowableItemProjectile.moveTo(vec as Vec3);
myThrowableItemProjectile.moveTo(myVec3);

Parameters:

vec Type: Vec3
moveTo(x as double, y as double, z as double)
script.zs
// ThrowableItemProjectile.moveTo(x as double, y as double, z as double);
myThrowableItemProjectile.moveTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
moveTo(pos as BlockPos, yaw as float, pitch as float)
script.zs
// ThrowableItemProjectile.moveTo(pos as BlockPos, yaw as float, pitch as float);
myThrowableItemProjectile.moveTo(myBlockPos, myFloat, myFloat);

Parameters:

pos Type: BlockPos
yaw Type: float
pitch Type: float
moveTo(x as double, y as double, z as double, yaw as float, pitch as float)
script.zs
// ThrowableItemProjectile.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myThrowableItemProjectile.moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);

Parameters:

x Type: double
y Type: double
z Type: double
yaw Type: float
pitch Type: float
Getter
script.zs
// ThrowableItemProjectile.name as Component
myThrowableItemProjectile.name

Return Type: Component

Getter
script.zs
// ThrowableItemProjectile.name as Component
myThrowableItemProjectile.name

Return Type: Component

name() as Component
script.zs
// ThrowableItemProjectile.name() as Component;
myThrowableItemProjectile.name();

Return Type: Component

name() as Component
script.zs
// ThrowableItemProjectile.name() as Component;
myThrowableItemProjectile.name();

Return Type: Component

Getter
script.zs
// ThrowableItemProjectile.onGround as bool
myThrowableItemProjectile.onGround

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.onPos as BlockPos
myThrowableItemProjectile.onPos

Return Type: BlockPos

onPos() as BlockPos
script.zs
// ThrowableItemProjectile.onPos() as BlockPos;
myThrowableItemProjectile.onPos();

Return Type: BlockPos

Getter
script.zs
// ThrowableItemProjectile.owner as Entity
myThrowableItemProjectile.owner

Return Type: Entity

Setter
script.zs
// ThrowableItemProjectile.owner = (entity as Entity);
myThrowableItemProjectile.owner = myEntity;

Parameters:

entity Type: Entity
owner(entity as Entity)
script.zs
// ThrowableItemProjectile.owner(entity as Entity);
myThrowableItemProjectile.owner(myEntity);

Parameters:

entity Type: Entity
owner() as Entity
script.zs
// ThrowableItemProjectile.owner() as Entity;
myThrowableItemProjectile.owner();

Return Type: Entity

Getter
script.zs
// ThrowableItemProjectile.passengers as List<Entity>
myThrowableItemProjectile.passengers

Return Type: List<Entity>

passengers() as List<Entity>
script.zs
// ThrowableItemProjectile.passengers() as List<Entity>;
myThrowableItemProjectile.passengers();

Return Type: List<Entity>

Getter
script.zs
// ThrowableItemProjectile.percentFrozen as float
myThrowableItemProjectile.percentFrozen

Return Type: float

percentFrozen() as float
script.zs
// ThrowableItemProjectile.percentFrozen() as float;
myThrowableItemProjectile.percentFrozen();

Return Type: float

Getter
script.zs
// ThrowableItemProjectile.pistonPushReaction as PushReaction
myThrowableItemProjectile.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
script.zs
// ThrowableItemProjectile.pistonPushReaction() as PushReaction;
myThrowableItemProjectile.pistonPushReaction();

Return Type: PushReaction

playSound(sound as SoundEvent, volume as float, pitch as float)
script.zs
// ThrowableItemProjectile.playSound(sound as SoundEvent, volume as float, pitch as float);
myThrowableItemProjectile.playSound(mySoundEvent, myFloat, myFloat);

Parameters:

sound Type: SoundEvent
volume Type: float
pitch Type: float
Getter
script.zs
// ThrowableItemProjectile.portalWaitTime as int
myThrowableItemProjectile.portalWaitTime

Return Type: int

portalWaitTime() as int
script.zs
// ThrowableItemProjectile.portalWaitTime() as int;
myThrowableItemProjectile.portalWaitTime();

Return Type: int

Getter
script.zs
// ThrowableItemProjectile.position as Vec3
myThrowableItemProjectile.position

Return Type: Vec3

position() as Vec3
script.zs
// ThrowableItemProjectile.position() as Vec3;
myThrowableItemProjectile.position();

Return Type: Vec3

positionRider(entity as Entity)
script.zs
// ThrowableItemProjectile.positionRider(entity as Entity);
myThrowableItemProjectile.positionRider(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// ThrowableItemProjectile.registryName as ResourceLocation
myThrowableItemProjectile.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
script.zs
// ThrowableItemProjectile.registryName() as ResourceLocation;
myThrowableItemProjectile.registryName();

Return Type: ResourceLocation

Getter
script.zs
// ThrowableItemProjectile.remainingFireTicks as int
myThrowableItemProjectile.remainingFireTicks

Return Type: int

remainingFireTicks() as int
script.zs
// ThrowableItemProjectile.remainingFireTicks() as int;
myThrowableItemProjectile.remainingFireTicks();

Return Type: int

removeTag(tagName as string) as bool
script.zs
// ThrowableItemProjectile.removeTag(tagName as string) as bool;
myThrowableItemProjectile.removeTag(myString);

Parameters:

tagName Type: string

Return Type: bool

removeVehicle()
script.zs
// ThrowableItemProjectile.removeVehicle();
myThrowableItemProjectile.removeVehicle();
Getter
script.zs
// ThrowableItemProjectile.rootVehicle as Entity
myThrowableItemProjectile.rootVehicle

Return Type: Entity

rootVehicle() as Entity
script.zs
// ThrowableItemProjectile.rootVehicle() as Entity;
myThrowableItemProjectile.rootVehicle();

Return Type: Entity

sendMessage(component as Component)
script.zs
// ThrowableItemProjectile.sendMessage(component as Component);
myThrowableItemProjectile.sendMessage(myComponent);

Parameters:

component Type: Component
setAirSupply(air as int)
script.zs
// ThrowableItemProjectile.setAirSupply(air as int);
myThrowableItemProjectile.setAirSupply(myInt);

Parameters:

air Type: int
setCustomName(name as Component)
script.zs
// ThrowableItemProjectile.setCustomName(name as Component);
myThrowableItemProjectile.setCustomName(myComponent);

Parameters:

name Type: Component
setCustomNameVisible(visible as bool)
script.zs
// ThrowableItemProjectile.setCustomNameVisible(visible as bool);
myThrowableItemProjectile.setCustomNameVisible(myBool);

Parameters:

visible Type: bool
setDeltaMovement(xDelta as double, yDelta as double, zDelta as double)
script.zs
// ThrowableItemProjectile.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myThrowableItemProjectile.setDeltaMovement(myDouble, myDouble, myDouble);

Parameters:

xDelta Type: double
yDelta Type: double
zDelta Type: double
setGlowingTag(glowing as bool)
script.zs
// ThrowableItemProjectile.setGlowingTag(glowing as bool);
myThrowableItemProjectile.setGlowingTag(myBool);

Parameters:

glowing Type: bool
setInvisible(invisible as bool)
script.zs
// ThrowableItemProjectile.setInvisible(invisible as bool);
myThrowableItemProjectile.setInvisible(myBool);

Parameters:

invisible Type: bool
setInvulnerable(invulnerable as bool)
script.zs
// ThrowableItemProjectile.setInvulnerable(invulnerable as bool);
myThrowableItemProjectile.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool
setIsInPowderSnow(inPowderSnow as bool)
script.zs
// ThrowableItemProjectile.setIsInPowderSnow(inPowderSnow as bool);
myThrowableItemProjectile.setIsInPowderSnow(myBool);

Parameters:

inPowderSnow Type: bool
setItemSlot(slot as EquipmentSlot, stack as ItemStack)
script.zs
// ThrowableItemProjectile.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myThrowableItemProjectile.setItemSlot(myEquipmentSlot, myItemStack);

Parameters:

stack Type: ItemStack
setNoGravity(noGravity as bool)
script.zs
// ThrowableItemProjectile.setNoGravity(noGravity as bool);
myThrowableItemProjectile.setNoGravity(myBool);

Parameters:

noGravity Type: bool
setOldPosAndRot()
script.zs
// ThrowableItemProjectile.setOldPosAndRot();
myThrowableItemProjectile.setOldPosAndRot();
setOnGround(onGround as bool)
script.zs
// ThrowableItemProjectile.setOnGround(onGround as bool);
myThrowableItemProjectile.setOnGround(myBool);

Parameters:

onGround Type: bool
setPortalCooldown()
script.zs
// ThrowableItemProjectile.setPortalCooldown();
myThrowableItemProjectile.setPortalCooldown();
setPos(position as Vec3)
script.zs
// ThrowableItemProjectile.setPos(position as Vec3);
myThrowableItemProjectile.setPos(myVec3);

Parameters:

position Type: Vec3
setPos(x as double, y as double, z as double)
script.zs
// ThrowableItemProjectile.setPos(x as double, y as double, z as double);
myThrowableItemProjectile.setPos(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
setPosRaw(x as double, y as double, z as double)
script.zs
// ThrowableItemProjectile.setPosRaw(x as double, y as double, z as double);
myThrowableItemProjectile.setPosRaw(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
setRemainingFireTicks(ticks as int)
script.zs
// ThrowableItemProjectile.setRemainingFireTicks(ticks as int);
myThrowableItemProjectile.setRemainingFireTicks(myInt);

Parameters:

ticks Type: int
setRemoved(var1 as RemovalReason)
script.zs
// ThrowableItemProjectile.setRemoved(var1 as RemovalReason);
myThrowableItemProjectile.setRemoved(myRemovalReason);

Parameters:

setSecondsOnFire(seconds as int)
script.zs
// ThrowableItemProjectile.setSecondsOnFire(seconds as int);
myThrowableItemProjectile.setSecondsOnFire(myInt);

Parameters:

seconds Type: int
setShiftKeyDown(keyDown as bool)
script.zs
// ThrowableItemProjectile.setShiftKeyDown(keyDown as bool);
myThrowableItemProjectile.setShiftKeyDown(myBool);

Parameters:

keyDown Type: bool
setSilent(silent as bool)
script.zs
// ThrowableItemProjectile.setSilent(silent as bool);
myThrowableItemProjectile.setSilent(myBool);

Parameters:

silent Type: bool
setSprinting(sprinting as bool)
script.zs
// ThrowableItemProjectile.setSprinting(sprinting as bool);
myThrowableItemProjectile.setSprinting(myBool);

Parameters:

sprinting Type: bool
setSwimming(swimming as bool)
script.zs
// ThrowableItemProjectile.setSwimming(swimming as bool);
myThrowableItemProjectile.setSwimming(myBool);

Parameters:

swimming Type: bool
setTicksFrozen(ticks as int)
script.zs
// ThrowableItemProjectile.setTicksFrozen(ticks as int);
myThrowableItemProjectile.setTicksFrozen(myInt);

Parameters:

ticks Type: int
Getter
script.zs
// ThrowableItemProjectile.shouldBeSaved as bool
myThrowableItemProjectile.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
script.zs
// ThrowableItemProjectile.shouldBeSaved() as bool;
myThrowableItemProjectile.shouldBeSaved();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.shouldInformAdmins as bool
myThrowableItemProjectile.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
script.zs
// ThrowableItemProjectile.shouldInformAdmins() as bool;
myThrowableItemProjectile.shouldInformAdmins();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.shouldShowName as bool
myThrowableItemProjectile.shouldShowName

Return Type: bool

shouldShowName() as bool
script.zs
// ThrowableItemProjectile.shouldShowName() as bool;
myThrowableItemProjectile.shouldShowName();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.showVehicleHealth as bool
myThrowableItemProjectile.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
script.zs
// ThrowableItemProjectile.showVehicleHealth() as bool;
myThrowableItemProjectile.showVehicleHealth();

Return Type: bool

Getter
script.zs
// ThrowableItemProjectile.soundSource as SoundSource
myThrowableItemProjectile.soundSource

Return Type: SoundSource

soundSource() as SoundSource
script.zs
// ThrowableItemProjectile.soundSource() as SoundSource;
myThrowableItemProjectile.soundSource();

Return Type: SoundSource

startRiding(entity as Entity) as bool
script.zs
// ThrowableItemProjectile.startRiding(entity as Entity) as bool;
myThrowableItemProjectile.startRiding(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

startRiding(entity as Entity, force as bool) as bool
script.zs
// ThrowableItemProjectile.startRiding(entity as Entity, force as bool) as bool;
myThrowableItemProjectile.startRiding(myEntity, myBool);

Parameters:

entity Type: Entity
force Type: bool

Return Type: bool

stopRiding()
script.zs
// ThrowableItemProjectile.stopRiding();
myThrowableItemProjectile.stopRiding();
Getter
script.zs
// ThrowableItemProjectile.stringUUID as string
myThrowableItemProjectile.stringUUID

Return Type: string

stringUUID() as string
script.zs
// ThrowableItemProjectile.stringUUID() as string;
myThrowableItemProjectile.stringUUID();

Return Type: string

Getter
script.zs
// ThrowableItemProjectile.tags as Set<string>
myThrowableItemProjectile.tags

Return Type: Set<string>

tags() as Set<string>
script.zs
// ThrowableItemProjectile.tags() as Set<string>;
myThrowableItemProjectile.tags();

Return Type: Set<string>

Getter
script.zs
// ThrowableItemProjectile.teamColor as int
myThrowableItemProjectile.teamColor

Return Type: int

teamColor() as int
script.zs
// ThrowableItemProjectile.teamColor() as int;
myThrowableItemProjectile.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
script.zs
// ThrowableItemProjectile.teleportTo(x as double, y as double, z as double);
myThrowableItemProjectile.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// ThrowableItemProjectile.ticksFrozen as int
myThrowableItemProjectile.ticksFrozen

Return Type: int

ticksFrozen() as int
script.zs
// ThrowableItemProjectile.ticksFrozen() as int;
myThrowableItemProjectile.ticksFrozen();

Return Type: int

Getter
script.zs
// ThrowableItemProjectile.ticksRequiredToFreeze as int
myThrowableItemProjectile.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
script.zs
// ThrowableItemProjectile.ticksRequiredToFreeze() as int;
myThrowableItemProjectile.ticksRequiredToFreeze();

Return Type: int

turn(yaw as double, pitch as double)
script.zs
// ThrowableItemProjectile.turn(yaw as double, pitch as double);
myThrowableItemProjectile.turn(myDouble, myDouble);

Parameters:

yaw Type: double
pitch Type: double
Getter
script.zs
// ThrowableItemProjectile.type as EntityType<Entity>
myThrowableItemProjectile.type

Return Type: EntityType<Entity>

type() as EntityType<Entity>
script.zs
// ThrowableItemProjectile.type() as EntityType<Entity>;
myThrowableItemProjectile.type();

Return Type: EntityType<Entity>

unRide()
script.zs
// ThrowableItemProjectile.unRide();
myThrowableItemProjectile.unRide();
updateCustomData(data as MapData)
Updates the custom NBT data for this Entity.
script.zs
// ThrowableItemProjectile.updateCustomData(data as MapData);
myThrowableItemProjectile.updateCustomData({custom: "data"});

Parameters:

data Type: MapData - The custom data to store.
updateCustomEntityTag(level as Level, player as Player, data as MapData)
script.zs
// ThrowableItemProjectile.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myThrowableItemProjectile.updateCustomEntityTag(myLevel, myPlayer, myMapData);

Parameters:

level Type: Level
player Type: Player
data Type: MapData
updateData(data as MapData)
Updates the NBT data of this Entity.
script.zs
// ThrowableItemProjectile.updateData(data as MapData);
myThrowableItemProjectile.updateData({key: "value"});

Parameters:

data Type: MapData - The new Data for this Entity
Getter
script.zs
// ThrowableItemProjectile.uuid as UUID
myThrowableItemProjectile.uuid

Return Type: UUID

uuid() as UUID
script.zs
// ThrowableItemProjectile.uuid() as UUID;
myThrowableItemProjectile.uuid();

Return Type: UUID

Getter
script.zs
// ThrowableItemProjectile.vehicle as Entity
myThrowableItemProjectile.vehicle

Return Type: Entity

vehicle() as Entity
script.zs
// ThrowableItemProjectile.vehicle() as Entity;
myThrowableItemProjectile.vehicle();

Return Type: Entity

Getter
script.zs
// ThrowableItemProjectile.x as double
myThrowableItemProjectile.x

Return Type: double

x() as double
script.zs
// ThrowableItemProjectile.x() as double;
myThrowableItemProjectile.x();

Return Type: double

Getter
script.zs
// ThrowableItemProjectile.y as double
myThrowableItemProjectile.y

Return Type: double

y() as double
script.zs
// ThrowableItemProjectile.y() as double;
myThrowableItemProjectile.y();

Return Type: double

Getter
script.zs
// ThrowableItemProjectile.z as double
myThrowableItemProjectile.z

Return Type: double

z() as double
script.zs
// ThrowableItemProjectile.z() as double;
myThrowableItemProjectile.z();

Return Type: double