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