Arrow
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.
import crafttweaker.api.entity.type.projectile.arrow.Arrow;
Extends
Arrow extends Projectile
.
Implements
Arrow
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl<ICapabilityProviderImpl>
,ICapabilityProvider
Undocumented Interfaces
TraceableEntity
,IForgeEntity
Members
// AbstractArrow.acceptsFailure as boolmyAbstractArrow.acceptsFailure
Return Type:
bool
// AbstractArrow.acceptsFailure() as bool;myAbstractArrow.acceptsFailure();
Return Type:
bool
// AbstractArrow.acceptsSuccess as boolmyAbstractArrow.acceptsSuccess
Return Type:
bool
// AbstractArrow.acceptsSuccess() as bool;myAbstractArrow.acceptsSuccess();
Return Type:
bool
// AbstractArrow.addTag(tagName as string) as bool;myAbstractArrow.addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// AbstractArrow.airSupply as intmyAbstractArrow.airSupply
Return Type:
int
// AbstractArrow.airSupply() as int;myAbstractArrow.airSupply();
Return Type:
int
// AbstractArrow.alwaysAccepts as boolmyAbstractArrow.alwaysAccepts
Return Type:
bool
// AbstractArrow.alwaysAccepts() as bool;myAbstractArrow.alwaysAccepts();
Return Type:
bool
// AbstractArrow.baseDamage as doublemyAbstractArrow.baseDamage
Return Type:
double
// AbstractArrow.baseDamage = (damage as double);myAbstractArrow.baseDamage = myDouble;
Parameters:
damage: double
Type: double
- The base damage. // AbstractArrow.baseDamage(damage as double);myAbstractArrow.baseDamage(0.5);
Parameters:
damage: double
Type: double
- The base damage. Returns: The base damage of this arrow.
// AbstractArrow.baseDamage() as double;myAbstractArrow.baseDamage();
Return Type:
double
// AbstractArrow.bbHeight as floatmyAbstractArrow.bbHeight
Return Type:
float
// AbstractArrow.bbHeight() as float;myAbstractArrow.bbHeight();
Return Type:
float
// AbstractArrow.bbWidth as floatmyAbstractArrow.bbWidth
Return Type:
float
// AbstractArrow.bbWidth() as float;myAbstractArrow.bbWidth();
Return Type:
float
// AbstractArrow.blockX as intmyAbstractArrow.blockX
Return Type:
int
// AbstractArrow.blockX() as int;myAbstractArrow.blockX();
Return Type:
int
// AbstractArrow.blockY as intmyAbstractArrow.blockY
Return Type:
int
// AbstractArrow.blockY() as int;myAbstractArrow.blockY();
Return Type:
int
// AbstractArrow.blockZ as intmyAbstractArrow.blockZ
Return Type:
int
// AbstractArrow.blockZ() as int;myAbstractArrow.blockZ();
Return Type:
int
// AbstractArrow.canBeCollidedWith as boolmyAbstractArrow.canBeCollidedWith
Return Type:
bool
// AbstractArrow.canBeCollidedWith() as bool;myAbstractArrow.canBeCollidedWith();
Return Type:
bool
// AbstractArrow.canFreeze as boolmyAbstractArrow.canFreeze
Return Type:
bool
// AbstractArrow.canFreeze() as bool;myAbstractArrow.canFreeze();
Return Type:
bool
// AbstractArrow.clearFire();myAbstractArrow.clearFire();
// AbstractArrow.dampensVibrations as boolmyAbstractArrow.dampensVibrations
Return Type:
bool
// AbstractArrow.dampensVibrations() as bool;myAbstractArrow.dampensVibrations();
Return Type:
bool
// AbstractArrow.dimensionChangingDelay as intmyAbstractArrow.dimensionChangingDelay
Return Type:
int
// AbstractArrow.dimensionChangingDelay() as int;myAbstractArrow.dimensionChangingDelay();
Return Type:
int
// AbstractArrow.discard();myAbstractArrow.discard();
// AbstractArrow.dismountsUnderwater as boolmyAbstractArrow.dismountsUnderwater
Return Type:
bool
// AbstractArrow.distanceToSqr(x as double, y as double, z as double) as double;myAbstractArrow.distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// AbstractArrow.ejectPassengers();myAbstractArrow.ejectPassengers();
// AbstractArrow.eyeHeight as floatmyAbstractArrow.eyeHeight
Return Type:
float
// AbstractArrow.eyeHeight() as float;myAbstractArrow.eyeHeight();
Return Type:
float
// AbstractArrow.eyeY as doublemyAbstractArrow.eyeY
Return Type:
double
// AbstractArrow.eyeY() as double;myAbstractArrow.eyeY();
Return Type:
double
// AbstractArrow.feetBlockState as BlockStatemyAbstractArrow.feetBlockState
Return Type:
BlockState
// AbstractArrow.fireImmune as boolmyAbstractArrow.fireImmune
Return Type:
bool
// AbstractArrow.fireImmune() as bool;myAbstractArrow.fireImmune();
Return Type:
bool
// AbstractArrow.fluidJumpThreshold as doublemyAbstractArrow.fluidJumpThreshold
Return Type:
double
// AbstractArrow.fluidJumpThreshold() as double;myAbstractArrow.fluidJumpThreshold();
Return Type:
double
Returns: The found capability or null.
myAbstractArrow.getCapability<T>(Capabilities.ENERGY, <constant:minecraft:direction:north>);
Parameters:
Return Type:
T?
Returns: The found capability or null.
myAbstractArrow.getCapability<T>(Capabilities.ENERGY);
Parameters:
Return Type:
T?
// AbstractArrow.getX(scale as double) as double;myAbstractArrow.getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// AbstractArrow.getY(scale as double) as double;myAbstractArrow.getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// AbstractArrow.getZ(scale as double) as double;myAbstractArrow.getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// AbstractArrow.hasCustomName as boolmyAbstractArrow.hasCustomName
Return Type:
bool
// AbstractArrow.hasCustomName as boolmyAbstractArrow.hasCustomName
Return Type:
bool
// AbstractArrow.hasCustomName() as bool;myAbstractArrow.hasCustomName();
Return Type:
bool
// AbstractArrow.hasCustomName() as bool;myAbstractArrow.hasCustomName();
Return Type:
bool
// AbstractArrow.hasExactlyOnePlayerPassenger as boolmyAbstractArrow.hasExactlyOnePlayerPassenger
Return Type:
bool
// AbstractArrow.hasExactlyOnePlayerPassenger() as bool;myAbstractArrow.hasExactlyOnePlayerPassenger();
Return Type:
bool
// AbstractArrow.hasGlowingTag as boolmyAbstractArrow.hasGlowingTag
Return Type:
bool
// AbstractArrow.hasGlowingTag() as bool;myAbstractArrow.hasGlowingTag();
Return Type:
bool
myAbstractArrow.hurt(myDamageSource, myFloat);
Parameters:
source: DamageSource
Type: DamageSource
amount: float
Type: float
Return Type:
bool
// AbstractArrow.id as intmyAbstractArrow.id
Return Type:
int
// AbstractArrow.id() as int;myAbstractArrow.id();
Return Type:
int
// AbstractArrow.isAlive as boolmyAbstractArrow.isAlive
Return Type:
bool
// AbstractArrow.isAlive() as bool;myAbstractArrow.isAlive();
Return Type:
bool
// AbstractArrow.isAlwaysTicking as boolmyAbstractArrow.isAlwaysTicking
Return Type:
bool
// AbstractArrow.isAlwaysTicking() as bool;myAbstractArrow.isAlwaysTicking();
Return Type:
bool
// AbstractArrow.isAttackable as boolmyAbstractArrow.isAttackable
Return Type:
bool
// AbstractArrow.isAttackable() as bool;myAbstractArrow.isAttackable();
Return Type:
bool
myAbstractArrow.isColliding(myBlockPos, myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// AbstractArrow.isCritArrow as boolmyAbstractArrow.isCritArrow
Return Type:
bool
// AbstractArrow.isCritArrow = (crit as bool);myAbstractArrow.isCritArrow = myBool;
Parameters:
crit: bool
Type: bool
- The crit value to set. // AbstractArrow.isCritArrow(crit as bool);myAbstractArrow.isCritArrow(true);
Parameters:
crit: bool
Type: bool
- The crit value to set. Returns: true if this is a crit arrow, false otherwise.
// AbstractArrow.isCritArrow() as bool;myAbstractArrow.isCritArrow();
Return Type:
bool
// AbstractArrow.isCrouching as boolmyAbstractArrow.isCrouching
Return Type:
bool
// AbstractArrow.isCrouching() as bool;myAbstractArrow.isCrouching();
Return Type:
bool
// AbstractArrow.isCurrentlyGlowing as boolmyAbstractArrow.isCurrentlyGlowing
Return Type:
bool
// AbstractArrow.isCurrentlyGlowing() as bool;myAbstractArrow.isCurrentlyGlowing();
Return Type:
bool
// AbstractArrow.isCustomNameVisible as boolmyAbstractArrow.isCustomNameVisible
Return Type:
bool
// AbstractArrow.isCustomNameVisible() as bool;myAbstractArrow.isCustomNameVisible();
Return Type:
bool
// AbstractArrow.isDescending as boolmyAbstractArrow.isDescending
Return Type:
bool
// AbstractArrow.isDescending() as bool;myAbstractArrow.isDescending();
Return Type:
bool
// AbstractArrow.isDiscrete as boolmyAbstractArrow.isDiscrete
Return Type:
bool
// AbstractArrow.isDiscrete() as bool;myAbstractArrow.isDiscrete();
Return Type:
bool
// AbstractArrow.isFree(x as double, y as double, z as double) as bool;myAbstractArrow.isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// AbstractArrow.isFullyFrozen as boolmyAbstractArrow.isFullyFrozen
Return Type:
bool
// AbstractArrow.isFullyFrozen() as bool;myAbstractArrow.isFullyFrozen();
Return Type:
bool
// AbstractArrow.isInLava as boolmyAbstractArrow.isInLava
Return Type:
bool
// AbstractArrow.isInLava() as bool;myAbstractArrow.isInLava();
Return Type:
bool
// AbstractArrow.isInvisible as boolmyAbstractArrow.isInvisible
Return Type:
bool
// AbstractArrow.isInvisible() as bool;myAbstractArrow.isInvisible();
Return Type:
bool
// AbstractArrow.isInvulnerable as boolmyAbstractArrow.isInvulnerable
Return Type:
bool
// AbstractArrow.isInvulnerable() as bool;myAbstractArrow.isInvulnerable();
Return Type:
bool
myAbstractArrow.isInvulnerableTo(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// AbstractArrow.isInWall as boolmyAbstractArrow.isInWall
Return Type:
bool
// AbstractArrow.isInWall() as bool;myAbstractArrow.isInWall();
Return Type:
bool
// AbstractArrow.isInWater as boolmyAbstractArrow.isInWater
Return Type:
bool
// AbstractArrow.isInWater() as bool;myAbstractArrow.isInWater();
Return Type:
bool
// AbstractArrow.isInWaterOrBubble as boolmyAbstractArrow.isInWaterOrBubble
Return Type:
bool
// AbstractArrow.isInWaterOrBubble() as bool;myAbstractArrow.isInWaterOrBubble();
Return Type:
bool
// AbstractArrow.isInWaterOrRain as boolmyAbstractArrow.isInWaterOrRain
Return Type:
bool
// AbstractArrow.isInWaterOrRain() as bool;myAbstractArrow.isInWaterOrRain();
Return Type:
bool
// AbstractArrow.isInWaterRainOrBubble as boolmyAbstractArrow.isInWaterRainOrBubble
Return Type:
bool
// AbstractArrow.isInWaterRainOrBubble() as bool;myAbstractArrow.isInWaterRainOrBubble();
Return Type:
bool
// AbstractArrow.isNoGravity as boolmyAbstractArrow.isNoGravity
Return Type:
bool
// AbstractArrow.isNoGravity() as bool;myAbstractArrow.isNoGravity();
Return Type:
bool
// AbstractArrow.isNoPhysics as boolmyAbstractArrow.isNoPhysics
Return Type:
bool
// AbstractArrow.isNoPhysics = (noPhysics as bool);myAbstractArrow.isNoPhysics = myBool;
Parameters:
noPhysics: bool
Type: bool
- If this arrow has physics or not. // AbstractArrow.isNoPhysics(noPhysics as bool);myAbstractArrow.isNoPhysics(true);
Parameters:
noPhysics: bool
Type: bool
- If this arrow has physics or not. Returns: true if this arrow doesn't have physics, false otherwise.
// AbstractArrow.isNoPhysics() as bool;myAbstractArrow.isNoPhysics();
Return Type:
bool
// AbstractArrow.isOnFire as boolmyAbstractArrow.isOnFire
Return Type:
bool
// AbstractArrow.isOnFire() as bool;myAbstractArrow.isOnFire();
Return Type:
bool
// AbstractArrow.isOnPortalCooldown as boolmyAbstractArrow.isOnPortalCooldown
Return Type:
bool
// AbstractArrow.isOnPortalCooldown() as bool;myAbstractArrow.isOnPortalCooldown();
Return Type:
bool
// AbstractArrow.isPassenger as boolmyAbstractArrow.isPassenger
Return Type:
bool
// AbstractArrow.isPassenger() as bool;myAbstractArrow.isPassenger();
Return Type:
bool
// AbstractArrow.isPickable as boolmyAbstractArrow.isPickable
Return Type:
bool
// AbstractArrow.isPickable() as bool;myAbstractArrow.isPickable();
Return Type:
bool
// AbstractArrow.isPushable as boolmyAbstractArrow.isPushable
Return Type:
bool
// AbstractArrow.isPushable() as bool;myAbstractArrow.isPushable();
Return Type:
bool
// AbstractArrow.isPushedByFluid as boolmyAbstractArrow.isPushedByFluid
Return Type:
bool
// AbstractArrow.isPushedByFluid() as bool;myAbstractArrow.isPushedByFluid();
Return Type:
bool
// AbstractArrow.isRemoved as boolmyAbstractArrow.isRemoved
Return Type:
bool
// AbstractArrow.isRemoved() as bool;myAbstractArrow.isRemoved();
Return Type:
bool
// AbstractArrow.isShiftKeyDown as boolmyAbstractArrow.isShiftKeyDown
Return Type:
bool
// AbstractArrow.isShiftKeyDown() as bool;myAbstractArrow.isShiftKeyDown();
Return Type:
bool
// AbstractArrow.isSilent as boolmyAbstractArrow.isSilent
Return Type:
bool
// AbstractArrow.isSilent() as bool;myAbstractArrow.isSilent();
Return Type:
bool
// AbstractArrow.isSpectator as boolmyAbstractArrow.isSpectator
Return Type:
bool
// AbstractArrow.isSpectator() as bool;myAbstractArrow.isSpectator();
Return Type:
bool
// AbstractArrow.isSprinting as boolmyAbstractArrow.isSprinting
Return Type:
bool
// AbstractArrow.isSprinting() as bool;myAbstractArrow.isSprinting();
Return Type:
bool
// AbstractArrow.isSteppingCarefully as boolmyAbstractArrow.isSteppingCarefully
Return Type:
bool
// AbstractArrow.isSteppingCarefully() as bool;myAbstractArrow.isSteppingCarefully();
Return Type:
bool
// AbstractArrow.isSuppressingBounce as boolmyAbstractArrow.isSuppressingBounce
Return Type:
bool
// AbstractArrow.isSuppressingBounce() as bool;myAbstractArrow.isSuppressingBounce();
Return Type:
bool
// AbstractArrow.isSwimming as boolmyAbstractArrow.isSwimming
Return Type:
bool
// AbstractArrow.isSwimming() as bool;myAbstractArrow.isSwimming();
Return Type:
bool
// AbstractArrow.isUnderWater as boolmyAbstractArrow.isUnderWater
Return Type:
bool
// AbstractArrow.isUnderWater() as bool;myAbstractArrow.isUnderWater();
Return Type:
bool
// AbstractArrow.isVehicle as boolmyAbstractArrow.isVehicle
Return Type:
bool
// AbstractArrow.isVehicle() as bool;myAbstractArrow.isVehicle();
Return Type:
bool
// AbstractArrow.isVisuallyCrawling as boolmyAbstractArrow.isVisuallyCrawling
Return Type:
bool
// AbstractArrow.isVisuallyCrawling() as bool;myAbstractArrow.isVisuallyCrawling();
Return Type:
bool
// AbstractArrow.isVisuallySwimming as boolmyAbstractArrow.isVisuallySwimming
Return Type:
bool
// AbstractArrow.isVisuallySwimming() as bool;myAbstractArrow.isVisuallySwimming();
Return Type:
bool
// AbstractArrow.kill();myAbstractArrow.kill();
// AbstractArrow.knockback as intmyAbstractArrow.knockback
Return Type:
int
// AbstractArrow.knockback = (knockback as int);myAbstractArrow.knockback = myInt;
Parameters:
knockback: int
Type: int
- The knockback value. // AbstractArrow.knockback(knockback as int);myAbstractArrow.knockback(5);
Parameters:
knockback: int
Type: int
- The knockback value. Returns: The knockback of this arrow.
// AbstractArrow.knockback() as int;myAbstractArrow.knockback();
Return Type:
int
// AbstractArrow.lavaHurt();myAbstractArrow.lavaHurt();
// AbstractArrow.maxAirSupply as intmyAbstractArrow.maxAirSupply
Return Type:
int
// AbstractArrow.maxAirSupply() as int;myAbstractArrow.maxAirSupply();
Return Type:
int
// AbstractArrow.maxFallDistance as intmyAbstractArrow.maxFallDistance
Return Type:
int
// AbstractArrow.maxFallDistance() as int;myAbstractArrow.maxFallDistance();
Return Type:
int
// AbstractArrow.moveTo(x as double, y as double, z as double);myAbstractArrow.moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractArrow.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myAbstractArrow.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
// AbstractArrow.onGround as boolmyAbstractArrow.onGround
Return Type:
bool
// AbstractArrow.percentFrozen as floatmyAbstractArrow.percentFrozen
Return Type:
float
// AbstractArrow.percentFrozen() as float;myAbstractArrow.percentFrozen();
Return Type:
float
// AbstractArrow.pierceLevel as bytemyAbstractArrow.pierceLevel
Return Type:
byte
// AbstractArrow.pierceLevel = (pieceLevel as byte);myAbstractArrow.pierceLevel = myByte;
Parameters:
pieceLevel: byte
Type: byte
- The pierce level of this arrow. // AbstractArrow.pierceLevel(pieceLevel as byte);myAbstractArrow.pierceLevel(myByte);
Parameters:
pieceLevel: byte
Type: byte
- The pierce level of this arrow. Returns: the pierce level of this arrow.
// AbstractArrow.pierceLevel() as byte;myAbstractArrow.pierceLevel();
Return Type:
byte
// AbstractArrow.pistonPushReaction as PushReactionmyAbstractArrow.pistonPushReaction
Return Type:
PushReaction
myAbstractArrow.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
// AbstractArrow.portalWaitTime as intmyAbstractArrow.portalWaitTime
Return Type:
int
// AbstractArrow.portalWaitTime() as int;myAbstractArrow.portalWaitTime();
Return Type:
int
// AbstractArrow.registryName as ResourceLocationmyAbstractArrow.registryName
Return Type:
ResourceLocation
// AbstractArrow.remainingFireTicks as intmyAbstractArrow.remainingFireTicks
Return Type:
int
// AbstractArrow.remainingFireTicks() as int;myAbstractArrow.remainingFireTicks();
Return Type:
int
// AbstractArrow.removeTag(tagName as string) as bool;myAbstractArrow.removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// AbstractArrow.removeVehicle();myAbstractArrow.removeVehicle();
// AbstractArrow.setAirSupply(air as int);myAbstractArrow.setAirSupply(myInt);
Parameters:
air: int
Type: int
// AbstractArrow.setCustomNameVisible(visible as bool);myAbstractArrow.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
// AbstractArrow.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myAbstractArrow.setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
myAbstractArrow.setEnchantmentEffectsFromEntity(entity, 1);
Parameters:
distanceFactor: float
Type: float
- How charged is the bow. // AbstractArrow.setGlowingTag(glowing as bool);myAbstractArrow.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
// AbstractArrow.setInvisible(invisible as bool);myAbstractArrow.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// AbstractArrow.setInvulnerable(invulnerable as bool);myAbstractArrow.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// AbstractArrow.setIsInPowderSnow(inPowderSnow as bool);myAbstractArrow.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
myAbstractArrow.setItemSlot(myEquipmentSlot, myItemStack);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
// AbstractArrow.setNoGravity(noGravity as bool);myAbstractArrow.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// AbstractArrow.setOldPosAndRot();myAbstractArrow.setOldPosAndRot();
// AbstractArrow.setOnGround(onGround as bool);myAbstractArrow.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// AbstractArrow.setPortalCooldown();myAbstractArrow.setPortalCooldown();
// AbstractArrow.setPos(x as double, y as double, z as double);myAbstractArrow.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractArrow.setPosRaw(x as double, y as double, z as double);myAbstractArrow.setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractArrow.setRemainingFireTicks(ticks as int);myAbstractArrow.setRemainingFireTicks(myInt);
Parameters:
ticks: int
Type: int
myAbstractArrow.setRemoved(myRemovalReason);
Parameters:
var1: RemovalReason
Type: RemovalReason
// AbstractArrow.setSecondsOnFire(seconds as int);myAbstractArrow.setSecondsOnFire(myInt);
Parameters:
seconds: int
Type: int
// AbstractArrow.setShiftKeyDown(keyDown as bool);myAbstractArrow.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
// AbstractArrow.setSilent(silent as bool);myAbstractArrow.setSilent(myBool);
Parameters:
silent: bool
Type: bool
// AbstractArrow.setSprinting(sprinting as bool);myAbstractArrow.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// AbstractArrow.setSwimming(swimming as bool);myAbstractArrow.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// AbstractArrow.setTicksFrozen(ticks as int);myAbstractArrow.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
// AbstractArrow.shotFromCrossbow = (shotFromCrossbow as bool);myAbstractArrow.shotFromCrossbow = myBool;
Parameters:
shotFromCrossbow: bool
Type: bool
- If this arrow was shot from a crossbow or not. // AbstractArrow.shotFromCrossbow(shotFromCrossbow as bool);myAbstractArrow.shotFromCrossbow(true);
Parameters:
shotFromCrossbow: bool
Type: bool
- If this arrow was shot from a crossbow or not. Returns: true if it was shot from a crossbow, false otherwise.
// AbstractArrow.shotFromCrossbow() as bool;myAbstractArrow.shotFromCrossbow();
Return Type:
bool
// AbstractArrow.shouldBeSaved as boolmyAbstractArrow.shouldBeSaved
Return Type:
bool
// AbstractArrow.shouldBeSaved() as bool;myAbstractArrow.shouldBeSaved();
Return Type:
bool
// AbstractArrow.shouldInformAdmins as boolmyAbstractArrow.shouldInformAdmins
Return Type:
bool
// AbstractArrow.shouldInformAdmins() as bool;myAbstractArrow.shouldInformAdmins();
Return Type:
bool
// AbstractArrow.shouldShowName as boolmyAbstractArrow.shouldShowName
Return Type:
bool
// AbstractArrow.shouldShowName() as bool;myAbstractArrow.shouldShowName();
Return Type:
bool
// AbstractArrow.showVehicleHealth as boolmyAbstractArrow.showVehicleHealth
Return Type:
bool
// AbstractArrow.showVehicleHealth() as bool;myAbstractArrow.showVehicleHealth();
Return Type:
bool
myAbstractArrow.soundEvent = mySoundEvent;
Parameters:
myAbstractArrow.soundEvent(mySoundEvent);
Parameters:
// AbstractArrow.soundSource as SoundSourcemyAbstractArrow.soundSource
Return Type:
SoundSource
// AbstractArrow.stopRiding();myAbstractArrow.stopRiding();
// AbstractArrow.stringUUID as stringmyAbstractArrow.stringUUID
Return Type:
string
// AbstractArrow.stringUUID() as string;myAbstractArrow.stringUUID();
Return Type:
string
// AbstractArrow.tags as Set<string>myAbstractArrow.tags
Return Type:
Set<string>
// AbstractArrow.tags() as Set<string>;myAbstractArrow.tags();
Return Type:
Set<string>
// AbstractArrow.teamColor as intmyAbstractArrow.teamColor
Return Type:
int
// AbstractArrow.teamColor() as int;myAbstractArrow.teamColor();
Return Type:
int
// AbstractArrow.teleportTo(x as double, y as double, z as double);myAbstractArrow.teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractArrow.ticksFrozen as intmyAbstractArrow.ticksFrozen
Return Type:
int
// AbstractArrow.ticksFrozen() as int;myAbstractArrow.ticksFrozen();
Return Type:
int
// AbstractArrow.ticksRequiredToFreeze as intmyAbstractArrow.ticksRequiredToFreeze
Return Type:
int
// AbstractArrow.ticksRequiredToFreeze() as int;myAbstractArrow.ticksRequiredToFreeze();
Return Type:
int
// AbstractArrow.turn(yaw as double, pitch as double);myAbstractArrow.turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
myAbstractArrow.type
Return Type:
EntityType<Entity>
// AbstractArrow.unRide();myAbstractArrow.unRide();
// AbstractArrow.uuid as UUIDmyAbstractArrow.uuid
Return Type:
UUID
// AbstractArrow.uuid() as UUID;myAbstractArrow.uuid();
Return Type:
UUID
// AbstractArrow.x as doublemyAbstractArrow.x
Return Type:
double
// AbstractArrow.x() as double;myAbstractArrow.x();
Return Type:
double
// AbstractArrow.y as doublemyAbstractArrow.y
Return Type:
double
// AbstractArrow.y() as double;myAbstractArrow.y();
Return Type:
double
// AbstractArrow.z as doublemyAbstractArrow.z
Return Type:
double
// AbstractArrow.z() as double;myAbstractArrow.z();
Return Type:
double