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