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.

script.zs
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

Getter
script.zs
// AbstractArrow.acceptsFailure as bool
myAbstractArrow.acceptsFailure

Return Type: bool

acceptsFailure() as bool
script.zs
// AbstractArrow.acceptsFailure() as bool;
myAbstractArrow.acceptsFailure();

Return Type: bool

Getter
script.zs
// AbstractArrow.acceptsSuccess as bool
myAbstractArrow.acceptsSuccess

Return Type: bool

acceptsSuccess() as bool
script.zs
// AbstractArrow.acceptsSuccess() as bool;
myAbstractArrow.acceptsSuccess();

Return Type: bool

addTag(tagName as string) as bool
script.zs
// AbstractArrow.addTag(tagName as string) as bool;
myAbstractArrow.addTag(myString);

Parameters:

tagName Type: string

Return Type: bool

Getter
script.zs
// AbstractArrow.airSupply as int
myAbstractArrow.airSupply

Return Type: int

airSupply() as int
script.zs
// AbstractArrow.airSupply() as int;
myAbstractArrow.airSupply();

Return Type: int

Getter
script.zs
// AbstractArrow.allSlots as Iterable<ItemStack>
myAbstractArrow.allSlots

Return Type: Iterable<ItemStack>

allSlots() as Iterable<ItemStack>
script.zs
// AbstractArrow.allSlots() as Iterable<ItemStack>;
myAbstractArrow.allSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// AbstractArrow.alwaysAccepts as bool
myAbstractArrow.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
script.zs
// AbstractArrow.alwaysAccepts() as bool;
myAbstractArrow.alwaysAccepts();

Return Type: bool

Getter
script.zs
// AbstractArrow.armorSlots as Iterable<ItemStack>
myAbstractArrow.armorSlots

Return Type: Iterable<ItemStack>

armorSlots() as Iterable<ItemStack>
script.zs
// AbstractArrow.armorSlots() as Iterable<ItemStack>;
myAbstractArrow.armorSlots();

Return Type: Iterable<ItemStack>

Getter
Gets the base damage that this arrow does.
script.zs
// AbstractArrow.baseDamage as double
myAbstractArrow.baseDamage

Return Type: double

Setter
Sets the base damage that this arrow does.
script.zs
// AbstractArrow.baseDamage = (damage as double);
myAbstractArrow.baseDamage = myDouble;

Parameters:

damage Type: double - The base damage.
baseDamage(damage as double)
Sets the base damage that this arrow does.
script.zs
// AbstractArrow.baseDamage(damage as double);
myAbstractArrow.baseDamage(0.5);

Parameters:

damage Type: double - The base damage.
baseDamage() as double
Gets the base damage that this arrow does.

Returns: The base damage of this arrow.

script.zs
// AbstractArrow.baseDamage() as double;
myAbstractArrow.baseDamage();

Return Type: double

Getter
script.zs
// AbstractArrow.bbHeight as float
myAbstractArrow.bbHeight

Return Type: float

bbHeight() as float
script.zs
// AbstractArrow.bbHeight() as float;
myAbstractArrow.bbHeight();

Return Type: float

Getter
script.zs
// AbstractArrow.bbWidth as float
myAbstractArrow.bbWidth

Return Type: float

bbWidth() as float
script.zs
// AbstractArrow.bbWidth() as float;
myAbstractArrow.bbWidth();

Return Type: float

Getter
script.zs
// AbstractArrow.blockPosiion as BlockPos
myAbstractArrow.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
script.zs
// AbstractArrow.blockPosiion() as BlockPos;
myAbstractArrow.blockPosiion();

Return Type: BlockPos

Getter
script.zs
// AbstractArrow.blockPosition as BlockPos
myAbstractArrow.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
script.zs
// AbstractArrow.blockPosition() as BlockPos;
myAbstractArrow.blockPosition();

Return Type: BlockPos

Getter
script.zs
// AbstractArrow.blockX as int
myAbstractArrow.blockX

Return Type: int

blockX() as int
script.zs
// AbstractArrow.blockX() as int;
myAbstractArrow.blockX();

Return Type: int

Getter
script.zs
// AbstractArrow.blockY as int
myAbstractArrow.blockY

Return Type: int

blockY() as int
script.zs
// AbstractArrow.blockY() as int;
myAbstractArrow.blockY();

Return Type: int

Getter
script.zs
// AbstractArrow.blockZ as int
myAbstractArrow.blockZ

Return Type: int

blockZ() as int
script.zs
// AbstractArrow.blockZ() as int;
myAbstractArrow.blockZ();

Return Type: int

Getter
script.zs
// AbstractArrow.boundingBox as AABB
myAbstractArrow.boundingBox

Return Type: AABB

boundingBox() as AABB
script.zs
// AbstractArrow.boundingBox() as AABB;
myAbstractArrow.boundingBox();

Return Type: AABB

Getter
script.zs
// AbstractArrow.boundingBoxForCulling as AABB
myAbstractArrow.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
script.zs
// AbstractArrow.boundingBoxForCulling() as AABB;
myAbstractArrow.boundingBoxForCulling();

Return Type: AABB

Getter
script.zs
// AbstractArrow.canBeCollidedWith as bool
myAbstractArrow.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
script.zs
// AbstractArrow.canBeCollidedWith() as bool;
myAbstractArrow.canBeCollidedWith();

Return Type: bool

canCollideWith(other as Entity) as bool
script.zs
// AbstractArrow.canCollideWith(other as Entity) as bool;
myAbstractArrow.canCollideWith(myEntity);

Parameters:

other Type: Entity

Return Type: bool

Getter
script.zs
// AbstractArrow.canFreeze as bool
myAbstractArrow.canFreeze

Return Type: bool

canFreeze() as bool
script.zs
// AbstractArrow.canFreeze() as bool;
myAbstractArrow.canFreeze();

Return Type: bool

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

Parameters:

other Type: Entity
distance Type: double

Return Type: bool

Getter
script.zs
// AbstractArrow.commandSenderWorld as Level
myAbstractArrow.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
script.zs
// AbstractArrow.commandSenderWorld() as Level;
myAbstractArrow.commandSenderWorld();

Return Type: Level

Getter
script.zs
// AbstractArrow.controllingPassenger as Entity
myAbstractArrow.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
script.zs
// AbstractArrow.controllingPassenger() as Entity;
myAbstractArrow.controllingPassenger();

Return Type: Entity

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

Return Type: MapData

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

Returns: The custom data for this Entity.

script.zs
// AbstractArrow.customData() as MapData;
myAbstractArrow.customData();

Return Type: MapData

Getter
script.zs
// AbstractArrow.customName as Component
myAbstractArrow.customName

Return Type: Component

Getter
script.zs
// AbstractArrow.customName as Component
myAbstractArrow.customName

Return Type: Component

customName() as Component
script.zs
// AbstractArrow.customName() as Component;
myAbstractArrow.customName();

Return Type: Component

customName() as Component
script.zs
// AbstractArrow.customName() as Component;
myAbstractArrow.customName();

Return Type: Component

Getter
script.zs
// AbstractArrow.dampensVibrations as bool
myAbstractArrow.dampensVibrations

Return Type: bool

dampensVibrations() as bool
script.zs
// AbstractArrow.dampensVibrations() as bool;
myAbstractArrow.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// AbstractArrow.data as MapData
myAbstractArrow.data

Return Type: MapData

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

Returns: The NBT data of this Entity.

script.zs
// AbstractArrow.data() as MapData;
myAbstractArrow.data();

Return Type: MapData

Getter
script.zs
// AbstractArrow.deltaMovement as Vec3
myAbstractArrow.deltaMovement

Return Type: Vec3

Setter
script.zs
// AbstractArrow.deltaMovement = (deltaMovement as Vec3);
myAbstractArrow.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3
deltaMovement() as Vec3
script.zs
// AbstractArrow.deltaMovement() as Vec3;
myAbstractArrow.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
script.zs
// AbstractArrow.deltaMovement(deltaMovement as Vec3);
myAbstractArrow.deltaMovement(myVec3);

Parameters:

deltaMovement Type: Vec3
Getter
script.zs
// AbstractArrow.dimensionChangingDelay as int
myAbstractArrow.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
script.zs
// AbstractArrow.dimensionChangingDelay() as int;
myAbstractArrow.dimensionChangingDelay();

Return Type: int

Getter
script.zs
// AbstractArrow.direction as Direction
myAbstractArrow.direction

Return Type: Direction

direction() as Direction
script.zs
// AbstractArrow.direction() as Direction;
myAbstractArrow.direction();

Return Type: Direction

discard()
script.zs
// AbstractArrow.discard();
myAbstractArrow.discard();
Getter
script.zs
// AbstractArrow.dismountsUnderwater as bool
myAbstractArrow.dismountsUnderwater

Return Type: bool

Getter
script.zs
// AbstractArrow.displayName as Component
myAbstractArrow.displayName

Return Type: Component

Getter
script.zs
// AbstractArrow.displayName as Component
myAbstractArrow.displayName

Return Type: Component

displayName() as Component
script.zs
// AbstractArrow.displayName() as Component;
myAbstractArrow.displayName();

Return Type: Component

displayName() as Component
script.zs
// AbstractArrow.displayName() as Component;
myAbstractArrow.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
script.zs
// AbstractArrow.distanceTo(entity as Entity) as float;
myAbstractArrow.distanceTo(myEntity);

Parameters:

entity Type: Entity

Return Type: float

distanceToSqr(x as double, y as double, z as double) as double
script.zs
// AbstractArrow.distanceToSqr(x as double, y as double, z as double) as double;
myAbstractArrow.distanceToSqr(myDouble, myDouble, myDouble);

Parameters:

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

Return Type: double

distanceToSqr(entity as Entity) as double
script.zs
// AbstractArrow.distanceToSqr(entity as Entity) as double;
myAbstractArrow.distanceToSqr(myEntity);

Parameters:

entity Type: Entity

Return Type: double

distanceToSqr(vec as Vec3) as double
script.zs
// AbstractArrow.distanceToSqr(vec as Vec3) as double;
myAbstractArrow.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3

Return Type: double

Getter
script.zs
// AbstractArrow.effectSource as Entity
myAbstractArrow.effectSource

Return Type: Entity

effectSource() as Entity
script.zs
// AbstractArrow.effectSource() as Entity;
myAbstractArrow.effectSource();

Return Type: Entity

ejectPassengers()
script.zs
// AbstractArrow.ejectPassengers();
myAbstractArrow.ejectPassengers();
Getter
script.zs
// AbstractArrow.eyeHeight as float
myAbstractArrow.eyeHeight

Return Type: float

eyeHeight() as float
script.zs
// AbstractArrow.eyeHeight() as float;
myAbstractArrow.eyeHeight();

Return Type: float

Getter
script.zs
// AbstractArrow.eyePosition as Vec3
myAbstractArrow.eyePosition

Return Type: Vec3

eyePosition() as Vec3
script.zs
// AbstractArrow.eyePosition() as Vec3;
myAbstractArrow.eyePosition();

Return Type: Vec3

Getter
script.zs
// AbstractArrow.eyeY as double
myAbstractArrow.eyeY

Return Type: double

eyeY() as double
script.zs
// AbstractArrow.eyeY() as double;
myAbstractArrow.eyeY();

Return Type: double

Getter
script.zs
// AbstractArrow.feetBlockState as BlockState
myAbstractArrow.feetBlockState

Return Type: BlockState

feetBlockState() as BlockState
script.zs
// AbstractArrow.feetBlockState() as BlockState;
myAbstractArrow.feetBlockState();

Return Type: BlockState

Getter
script.zs
// AbstractArrow.fireImmune as bool
myAbstractArrow.fireImmune

Return Type: bool

fireImmune() as bool
script.zs
// AbstractArrow.fireImmune() as bool;
myAbstractArrow.fireImmune();

Return Type: bool

Getter
script.zs
// AbstractArrow.firstPassenger as Entity
myAbstractArrow.firstPassenger

Return Type: Entity

firstPassenger() as Entity
script.zs
// AbstractArrow.firstPassenger() as Entity;
myAbstractArrow.firstPassenger();

Return Type: Entity

Getter
script.zs
// AbstractArrow.fluidJumpThreshold as double
myAbstractArrow.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
script.zs
// AbstractArrow.fluidJumpThreshold() as double;
myAbstractArrow.fluidJumpThreshold();

Return Type: double

Getter
script.zs
// AbstractArrow.forward as Vec3
myAbstractArrow.forward

Return Type: Vec3

forward() as Vec3
script.zs
// AbstractArrow.forward() as Vec3;
myAbstractArrow.forward();

Return Type: Vec3

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

Returns: The found capability or null.

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

Parameters:

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

Return Type: T?

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

Returns: The found capability or null.

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

Parameters:

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

Return Type: T?

getEyePosition(partialTicks as float) as Vec3
script.zs
// AbstractArrow.getEyePosition(partialTicks as float) as Vec3;
myAbstractArrow.getEyePosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getPosition(partialTicks as float) as Vec3
script.zs
// AbstractArrow.getPosition(partialTicks as float) as Vec3;
myAbstractArrow.getPosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getUpVector(partialTicks as float) as Vec3
script.zs
// AbstractArrow.getUpVector(partialTicks as float) as Vec3;
myAbstractArrow.getUpVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
script.zs
// AbstractArrow.getViewVector(partialTicks as float) as Vec3;
myAbstractArrow.getViewVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getX(scale as double) as double
script.zs
// AbstractArrow.getX(scale as double) as double;
myAbstractArrow.getX(myDouble);

Parameters:

scale Type: double

Return Type: double

getY(scale as double) as double
script.zs
// AbstractArrow.getY(scale as double) as double;
myAbstractArrow.getY(myDouble);

Parameters:

scale Type: double

Return Type: double

getZ(scale as double) as double
script.zs
// AbstractArrow.getZ(scale as double) as double;
myAbstractArrow.getZ(myDouble);

Parameters:

scale Type: double

Return Type: double

Getter
script.zs
// AbstractArrow.handSlots as Iterable<ItemStack>
myAbstractArrow.handSlots

Return Type: Iterable<ItemStack>

handSlots() as Iterable<ItemStack>
script.zs
// AbstractArrow.handSlots() as Iterable<ItemStack>;
myAbstractArrow.handSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// AbstractArrow.hasCustomName as bool
myAbstractArrow.hasCustomName

Return Type: bool

Getter
script.zs
// AbstractArrow.hasCustomName as bool
myAbstractArrow.hasCustomName

Return Type: bool

hasCustomName() as bool
script.zs
// AbstractArrow.hasCustomName() as bool;
myAbstractArrow.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// AbstractArrow.hasCustomName() as bool;
myAbstractArrow.hasCustomName();

Return Type: bool

Getter
script.zs
// AbstractArrow.hasExactlyOnePlayerPassenger as bool
myAbstractArrow.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
script.zs
// AbstractArrow.hasExactlyOnePlayerPassenger() as bool;
myAbstractArrow.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
script.zs
// AbstractArrow.hasGlowingTag as bool
myAbstractArrow.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
script.zs
// AbstractArrow.hasGlowingTag() as bool;
myAbstractArrow.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
script.zs
// AbstractArrow.hasIndirectPassenger(entity as Entity) as bool;
myAbstractArrow.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(entity as Entity) as bool
script.zs
// AbstractArrow.hasPassenger(entity as Entity) as bool;
myAbstractArrow.hasPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as bool
script.zs
// AbstractArrow.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myAbstractArrow.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool

Return Type: bool

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

Parameters:

source Type: DamageSource
amount Type: float

Return Type: bool

Getter
script.zs
// AbstractArrow.id as int
myAbstractArrow.id

Return Type: int

id() as int
script.zs
// AbstractArrow.id() as int;
myAbstractArrow.id();

Return Type: int

Getter
script.zs
// AbstractArrow.isAlive as bool
myAbstractArrow.isAlive

Return Type: bool

isAlive() as bool
script.zs
// AbstractArrow.isAlive() as bool;
myAbstractArrow.isAlive();

Return Type: bool

Getter
script.zs
// AbstractArrow.isAlwaysTicking as bool
myAbstractArrow.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
script.zs
// AbstractArrow.isAlwaysTicking() as bool;
myAbstractArrow.isAlwaysTicking();

Return Type: bool

Getter
script.zs
// AbstractArrow.isAttackable as bool
myAbstractArrow.isAttackable

Return Type: bool

isAttackable() as bool
script.zs
// AbstractArrow.isAttackable() as bool;
myAbstractArrow.isAttackable();

Return Type: bool

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

Parameters:

pos Type: BlockPos
state Type: BlockState

Return Type: bool

Getter
Checks whether this arrow is a crit arrow.
script.zs
// AbstractArrow.isCritArrow as bool
myAbstractArrow.isCritArrow

Return Type: bool

Setter
Sets this the crit value of this arrow.
script.zs
// AbstractArrow.isCritArrow = (crit as bool);
myAbstractArrow.isCritArrow = myBool;

Parameters:

crit Type: bool - The crit value to set.
isCritArrow(crit as bool)
Sets this the crit value of this arrow.
script.zs
// AbstractArrow.isCritArrow(crit as bool);
myAbstractArrow.isCritArrow(true);

Parameters:

crit Type: bool - The crit value to set.
isCritArrow() as bool
Checks whether this arrow is a crit arrow.

Returns: true if this is a crit arrow, false otherwise.

script.zs
// AbstractArrow.isCritArrow() as bool;
myAbstractArrow.isCritArrow();

Return Type: bool

Getter
script.zs
// AbstractArrow.isCrouching as bool
myAbstractArrow.isCrouching

Return Type: bool

isCrouching() as bool
script.zs
// AbstractArrow.isCrouching() as bool;
myAbstractArrow.isCrouching();

Return Type: bool

Getter
script.zs
// AbstractArrow.isCurrentlyGlowing as bool
myAbstractArrow.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// AbstractArrow.isCurrentlyGlowing() as bool;
myAbstractArrow.isCurrentlyGlowing();

Return Type: bool

Getter
script.zs
// AbstractArrow.isCustomNameVisible as bool
myAbstractArrow.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
script.zs
// AbstractArrow.isCustomNameVisible() as bool;
myAbstractArrow.isCustomNameVisible();

Return Type: bool

Getter
script.zs
// AbstractArrow.isDescending as bool
myAbstractArrow.isDescending

Return Type: bool

isDescending() as bool
script.zs
// AbstractArrow.isDescending() as bool;
myAbstractArrow.isDescending();

Return Type: bool

Getter
script.zs
// AbstractArrow.isDiscrete as bool
myAbstractArrow.isDiscrete

Return Type: bool

isDiscrete() as bool
script.zs
// AbstractArrow.isDiscrete() as bool;
myAbstractArrow.isDiscrete();

Return Type: bool

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

Parameters:

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

Return Type: bool

Getter
script.zs
// AbstractArrow.isFullyFrozen as bool
myAbstractArrow.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
script.zs
// AbstractArrow.isFullyFrozen() as bool;
myAbstractArrow.isFullyFrozen();

Return Type: bool

Getter
script.zs
// AbstractArrow.isInLava as bool
myAbstractArrow.isInLava

Return Type: bool

isInLava() as bool
script.zs
// AbstractArrow.isInLava() as bool;
myAbstractArrow.isInLava();

Return Type: bool

Getter
script.zs
// AbstractArrow.isInvisible as bool
myAbstractArrow.isInvisible

Return Type: bool

isInvisible() as bool
script.zs
// AbstractArrow.isInvisible() as bool;
myAbstractArrow.isInvisible();

Return Type: bool

isInvisibleTo(player as Player) as bool
script.zs
// AbstractArrow.isInvisibleTo(player as Player) as bool;
myAbstractArrow.isInvisibleTo(myPlayer);

Parameters:

player Type: Player

Return Type: bool

Getter
script.zs
// AbstractArrow.isInvulnerable as bool
myAbstractArrow.isInvulnerable

Return Type: bool

isInvulnerable() as bool
script.zs
// AbstractArrow.isInvulnerable() as bool;
myAbstractArrow.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
script.zs
// AbstractArrow.isInvulnerableTo(source as DamageSource) as bool;
myAbstractArrow.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// AbstractArrow.isInWall as bool
myAbstractArrow.isInWall

Return Type: bool

isInWall() as bool
script.zs
// AbstractArrow.isInWall() as bool;
myAbstractArrow.isInWall();

Return Type: bool

Getter
script.zs
// AbstractArrow.isInWater as bool
myAbstractArrow.isInWater

Return Type: bool

isInWater() as bool
script.zs
// AbstractArrow.isInWater() as bool;
myAbstractArrow.isInWater();

Return Type: bool

Getter
script.zs
// AbstractArrow.isInWaterOrBubble as bool
myAbstractArrow.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
script.zs
// AbstractArrow.isInWaterOrBubble() as bool;
myAbstractArrow.isInWaterOrBubble();

Return Type: bool

Getter
script.zs
// AbstractArrow.isInWaterOrRain as bool
myAbstractArrow.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
script.zs
// AbstractArrow.isInWaterOrRain() as bool;
myAbstractArrow.isInWaterOrRain();

Return Type: bool

Getter
script.zs
// AbstractArrow.isInWaterRainOrBubble as bool
myAbstractArrow.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as bool
script.zs
// AbstractArrow.isInWaterRainOrBubble() as bool;
myAbstractArrow.isInWaterRainOrBubble();

Return Type: bool

Getter
script.zs
// AbstractArrow.isNoGravity as bool
myAbstractArrow.isNoGravity

Return Type: bool

isNoGravity() as bool
script.zs
// AbstractArrow.isNoGravity() as bool;
myAbstractArrow.isNoGravity();

Return Type: bool

Getter
Checks if this arrow has physics or not.
script.zs
// AbstractArrow.isNoPhysics as bool
myAbstractArrow.isNoPhysics

Return Type: bool

Setter
Sets if this arrow has physics or not.
script.zs
// AbstractArrow.isNoPhysics = (noPhysics as bool);
myAbstractArrow.isNoPhysics = myBool;

Parameters:

noPhysics Type: bool - If this arrow has physics or not.
isNoPhysics(noPhysics as bool)
Sets if this arrow has physics or not.
script.zs
// AbstractArrow.isNoPhysics(noPhysics as bool);
myAbstractArrow.isNoPhysics(true);

Parameters:

noPhysics Type: bool - If this arrow has physics or not.
isNoPhysics() as bool
Checks if this arrow has physics or not.

Returns: true if this arrow doesn't have physics, false otherwise.

script.zs
// AbstractArrow.isNoPhysics() as bool;
myAbstractArrow.isNoPhysics();

Return Type: bool

Getter
script.zs
// AbstractArrow.isOnFire as bool
myAbstractArrow.isOnFire

Return Type: bool

isOnFire() as bool
script.zs
// AbstractArrow.isOnFire() as bool;
myAbstractArrow.isOnFire();

Return Type: bool

Getter
script.zs
// AbstractArrow.isOnPortalCooldown as bool
myAbstractArrow.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
script.zs
// AbstractArrow.isOnPortalCooldown() as bool;
myAbstractArrow.isOnPortalCooldown();

Return Type: bool

Getter
script.zs
// AbstractArrow.isPassenger as bool
myAbstractArrow.isPassenger

Return Type: bool

isPassenger() as bool
script.zs
// AbstractArrow.isPassenger() as bool;
myAbstractArrow.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
script.zs
// AbstractArrow.isPassengerOfSameVehicle(entity as Entity) as bool;
myAbstractArrow.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

Getter
script.zs
// AbstractArrow.isPickable as bool
myAbstractArrow.isPickable

Return Type: bool

isPickable() as bool
script.zs
// AbstractArrow.isPickable() as bool;
myAbstractArrow.isPickable();

Return Type: bool

Getter
script.zs
// AbstractArrow.isPushable as bool
myAbstractArrow.isPushable

Return Type: bool

isPushable() as bool
script.zs
// AbstractArrow.isPushable() as bool;
myAbstractArrow.isPushable();

Return Type: bool

Getter
script.zs
// AbstractArrow.isPushedByFluid as bool
myAbstractArrow.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
script.zs
// AbstractArrow.isPushedByFluid() as bool;
myAbstractArrow.isPushedByFluid();

Return Type: bool

Getter
script.zs
// AbstractArrow.isRemoved as bool
myAbstractArrow.isRemoved

Return Type: bool

isRemoved() as bool
script.zs
// AbstractArrow.isRemoved() as bool;
myAbstractArrow.isRemoved();

Return Type: bool

Getter
script.zs
// AbstractArrow.isShiftKeyDown as bool
myAbstractArrow.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
script.zs
// AbstractArrow.isShiftKeyDown() as bool;
myAbstractArrow.isShiftKeyDown();

Return Type: bool

Getter
script.zs
// AbstractArrow.isSilent as bool
myAbstractArrow.isSilent

Return Type: bool

isSilent() as bool
script.zs
// AbstractArrow.isSilent() as bool;
myAbstractArrow.isSilent();

Return Type: bool

Getter
script.zs
// AbstractArrow.isSpectator as bool
myAbstractArrow.isSpectator

Return Type: bool

isSpectator() as bool
script.zs
// AbstractArrow.isSpectator() as bool;
myAbstractArrow.isSpectator();

Return Type: bool

Getter
script.zs
// AbstractArrow.isSprinting as bool
myAbstractArrow.isSprinting

Return Type: bool

isSprinting() as bool
script.zs
// AbstractArrow.isSprinting() as bool;
myAbstractArrow.isSprinting();

Return Type: bool

Getter
script.zs
// AbstractArrow.isSteppingCarefully as bool
myAbstractArrow.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
script.zs
// AbstractArrow.isSteppingCarefully() as bool;
myAbstractArrow.isSteppingCarefully();

Return Type: bool

Getter
script.zs
// AbstractArrow.isSuppressingBounce as bool
myAbstractArrow.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
script.zs
// AbstractArrow.isSuppressingBounce() as bool;
myAbstractArrow.isSuppressingBounce();

Return Type: bool

Getter
script.zs
// AbstractArrow.isSwimming as bool
myAbstractArrow.isSwimming

Return Type: bool

isSwimming() as bool
script.zs
// AbstractArrow.isSwimming() as bool;
myAbstractArrow.isSwimming();

Return Type: bool

Getter
script.zs
// AbstractArrow.isUnderWater as bool
myAbstractArrow.isUnderWater

Return Type: bool

isUnderWater() as bool
script.zs
// AbstractArrow.isUnderWater() as bool;
myAbstractArrow.isUnderWater();

Return Type: bool

Getter
script.zs
// AbstractArrow.isVehicle as bool
myAbstractArrow.isVehicle

Return Type: bool

isVehicle() as bool
script.zs
// AbstractArrow.isVehicle() as bool;
myAbstractArrow.isVehicle();

Return Type: bool

Getter
script.zs
// AbstractArrow.isVisuallyCrawling as bool
myAbstractArrow.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
script.zs
// AbstractArrow.isVisuallyCrawling() as bool;
myAbstractArrow.isVisuallyCrawling();

Return Type: bool

Getter
script.zs
// AbstractArrow.isVisuallySwimming as bool
myAbstractArrow.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
script.zs
// AbstractArrow.isVisuallySwimming() as bool;
myAbstractArrow.isVisuallySwimming();

Return Type: bool

kill()
script.zs
// AbstractArrow.kill();
myAbstractArrow.kill();
Getter
Gets the knockback of this arrow.
script.zs
// AbstractArrow.knockback as int
myAbstractArrow.knockback

Return Type: int

Setter
Sets the knockback of this arrow.
script.zs
// AbstractArrow.knockback = (knockback as int);
myAbstractArrow.knockback = myInt;

Parameters:

knockback Type: int - The knockback value.
knockback(knockback as int)
Sets the knockback of this arrow.
script.zs
// AbstractArrow.knockback(knockback as int);
myAbstractArrow.knockback(5);

Parameters:

knockback Type: int - The knockback value.
knockback() as int
Gets the knockback of this arrow.

Returns: The knockback of this arrow.

script.zs
// AbstractArrow.knockback() as int;
myAbstractArrow.knockback();

Return Type: int

lavaHurt()
script.zs
// AbstractArrow.lavaHurt();
myAbstractArrow.lavaHurt();
Getter
script.zs
// AbstractArrow.level as Level
myAbstractArrow.level

Return Type: Level

Getter
script.zs
// AbstractArrow.lookAngle as Vec3
myAbstractArrow.lookAngle

Return Type: Vec3

lookAngle() as Vec3
script.zs
// AbstractArrow.lookAngle() as Vec3;
myAbstractArrow.lookAngle();

Return Type: Vec3

Getter
script.zs
// AbstractArrow.maxAirSupply as int
myAbstractArrow.maxAirSupply

Return Type: int

maxAirSupply() as int
script.zs
// AbstractArrow.maxAirSupply() as int;
myAbstractArrow.maxAirSupply();

Return Type: int

Getter
script.zs
// AbstractArrow.maxFallDistance as int
myAbstractArrow.maxFallDistance

Return Type: int

maxFallDistance() as int
script.zs
// AbstractArrow.maxFallDistance() as int;
myAbstractArrow.maxFallDistance();

Return Type: int

Getter
script.zs
// AbstractArrow.motionDirection as Direction
myAbstractArrow.motionDirection

Return Type: Direction

motionDirection() as Direction
script.zs
// AbstractArrow.motionDirection() as Direction;
myAbstractArrow.motionDirection();

Return Type: Direction

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

pos Type: BlockPos
yaw Type: float
pitch Type: float
moveTo(x as double, y as double, z as double, yaw as float, pitch as float)
script.zs
// 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 Type: double
y Type: double
z Type: double
yaw Type: float
pitch Type: float
Getter
script.zs
// AbstractArrow.name as Component
myAbstractArrow.name

Return Type: Component

Getter
script.zs
// AbstractArrow.name as Component
myAbstractArrow.name

Return Type: Component

name() as Component
script.zs
// AbstractArrow.name() as Component;
myAbstractArrow.name();

Return Type: Component

name() as Component
script.zs
// AbstractArrow.name() as Component;
myAbstractArrow.name();

Return Type: Component

Getter
script.zs
// AbstractArrow.onGround as bool
myAbstractArrow.onGround

Return Type: bool

Getter
script.zs
// AbstractArrow.onPos as BlockPos
myAbstractArrow.onPos

Return Type: BlockPos

onPos() as BlockPos
script.zs
// AbstractArrow.onPos() as BlockPos;
myAbstractArrow.onPos();

Return Type: BlockPos

Getter
script.zs
// AbstractArrow.owner as Entity
myAbstractArrow.owner

Return Type: Entity

Setter
script.zs
// AbstractArrow.owner = (entity as Entity);
myAbstractArrow.owner = myEntity;

Parameters:

entity Type: Entity
owner(entity as Entity)
script.zs
// AbstractArrow.owner(entity as Entity);
myAbstractArrow.owner(myEntity);

Parameters:

entity Type: Entity
owner() as Entity
script.zs
// AbstractArrow.owner() as Entity;
myAbstractArrow.owner();

Return Type: Entity

Getter
script.zs
// AbstractArrow.passengers as List<Entity>
myAbstractArrow.passengers

Return Type: List<Entity>

passengers() as List<Entity>
script.zs
// AbstractArrow.passengers() as List<Entity>;
myAbstractArrow.passengers();

Return Type: List<Entity>

Getter
script.zs
// AbstractArrow.percentFrozen as float
myAbstractArrow.percentFrozen

Return Type: float

percentFrozen() as float
script.zs
// AbstractArrow.percentFrozen() as float;
myAbstractArrow.percentFrozen();

Return Type: float

Getter
Gets the pierce level of this arrow.
script.zs
// AbstractArrow.pierceLevel as byte
myAbstractArrow.pierceLevel

Return Type: byte

Setter
Sets the pierce level of this arrow.
script.zs
// AbstractArrow.pierceLevel = (pieceLevel as byte);
myAbstractArrow.pierceLevel = myByte;

Parameters:

pieceLevel Type: byte - The pierce level of this arrow.
pierceLevel(pieceLevel as byte)
Sets the pierce level of this arrow.
script.zs
// AbstractArrow.pierceLevel(pieceLevel as byte);
myAbstractArrow.pierceLevel(myByte);

Parameters:

pieceLevel Type: byte - The pierce level of this arrow.
pierceLevel() as byte
Gets the pierce level of this arrow.

Returns: the pierce level of this arrow.

script.zs
// AbstractArrow.pierceLevel() as byte;
myAbstractArrow.pierceLevel();

Return Type: byte

Getter
script.zs
// AbstractArrow.pistonPushReaction as PushReaction
myAbstractArrow.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
script.zs
// AbstractArrow.pistonPushReaction() as PushReaction;
myAbstractArrow.pistonPushReaction();

Return Type: PushReaction

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

Parameters:

sound Type: SoundEvent
volume Type: float
pitch Type: float
Getter
script.zs
// AbstractArrow.portalWaitTime as int
myAbstractArrow.portalWaitTime

Return Type: int

portalWaitTime() as int
script.zs
// AbstractArrow.portalWaitTime() as int;
myAbstractArrow.portalWaitTime();

Return Type: int

Getter
script.zs
// AbstractArrow.position as Vec3
myAbstractArrow.position

Return Type: Vec3

position() as Vec3
script.zs
// AbstractArrow.position() as Vec3;
myAbstractArrow.position();

Return Type: Vec3

positionRider(entity as Entity)
script.zs
// AbstractArrow.positionRider(entity as Entity);
myAbstractArrow.positionRider(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// AbstractArrow.registryName as ResourceLocation
myAbstractArrow.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
script.zs
// AbstractArrow.registryName() as ResourceLocation;
myAbstractArrow.registryName();

Return Type: ResourceLocation

Getter
script.zs
// AbstractArrow.remainingFireTicks as int
myAbstractArrow.remainingFireTicks

Return Type: int

remainingFireTicks() as int
script.zs
// AbstractArrow.remainingFireTicks() as int;
myAbstractArrow.remainingFireTicks();

Return Type: int

removeTag(tagName as string) as bool
script.zs
// AbstractArrow.removeTag(tagName as string) as bool;
myAbstractArrow.removeTag(myString);

Parameters:

tagName Type: string

Return Type: bool

removeVehicle()
script.zs
// AbstractArrow.removeVehicle();
myAbstractArrow.removeVehicle();
Getter
script.zs
// AbstractArrow.rootVehicle as Entity
myAbstractArrow.rootVehicle

Return Type: Entity

rootVehicle() as Entity
script.zs
// AbstractArrow.rootVehicle() as Entity;
myAbstractArrow.rootVehicle();

Return Type: Entity

sendMessage(component as Component)
script.zs
// AbstractArrow.sendMessage(component as Component);
myAbstractArrow.sendMessage(myComponent);

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

xDelta Type: double
yDelta Type: double
zDelta Type: double
setEnchantmentEffectsFromEntity(entity as LivingEntity, distanceFactor as float)
Sets the values of this arrow based on the enchantments the given entity has. This handles setting the knockback if the bow has a knockback enchantment.
script.zs
// AbstractArrow.setEnchantmentEffectsFromEntity(entity as LivingEntity, distanceFactor as float);
myAbstractArrow.setEnchantmentEffectsFromEntity(entity, 1);

Parameters:

entity Type: LivingEntity - The entity that fired the arrow
distanceFactor Type: float - How charged is the bow.
setGlowingTag(glowing as bool)
script.zs
// AbstractArrow.setGlowingTag(glowing as bool);
myAbstractArrow.setGlowingTag(myBool);

Parameters:

glowing Type: bool
setInvisible(invisible as bool)
script.zs
// AbstractArrow.setInvisible(invisible as bool);
myAbstractArrow.setInvisible(myBool);

Parameters:

invisible Type: bool
setInvulnerable(invulnerable as bool)
script.zs
// AbstractArrow.setInvulnerable(invulnerable as bool);
myAbstractArrow.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool
setIsInPowderSnow(inPowderSnow as bool)
script.zs
// AbstractArrow.setIsInPowderSnow(inPowderSnow as bool);
myAbstractArrow.setIsInPowderSnow(myBool);

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

setSecondsOnFire(seconds as int)
script.zs
// AbstractArrow.setSecondsOnFire(seconds as int);
myAbstractArrow.setSecondsOnFire(myInt);

Parameters:

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

Parameters:

keyDown Type: bool
setSilent(silent as bool)
script.zs
// AbstractArrow.setSilent(silent as bool);
myAbstractArrow.setSilent(myBool);

Parameters:

silent Type: bool
setSprinting(sprinting as bool)
script.zs
// AbstractArrow.setSprinting(sprinting as bool);
myAbstractArrow.setSprinting(myBool);

Parameters:

sprinting Type: bool
setSwimming(swimming as bool)
script.zs
// AbstractArrow.setSwimming(swimming as bool);
myAbstractArrow.setSwimming(myBool);

Parameters:

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

Parameters:

ticks Type: int
Setter
Sets if this arrow was shot from a crossbow or not.
script.zs
// AbstractArrow.shotFromCrossbow = (shotFromCrossbow as bool);
myAbstractArrow.shotFromCrossbow = myBool;

Parameters:

shotFromCrossbow Type: bool - If this arrow was shot from a crossbow or not.
shotFromCrossbow(shotFromCrossbow as bool)
Sets if this arrow was shot from a crossbow or not.
script.zs
// AbstractArrow.shotFromCrossbow(shotFromCrossbow as bool);
myAbstractArrow.shotFromCrossbow(true);

Parameters:

shotFromCrossbow Type: bool - If this arrow was shot from a crossbow or not.
shotFromCrossbow() as bool
Checks if this arrow was shot from a crossbow.

Returns: true if it was shot from a crossbow, false otherwise.

script.zs
// AbstractArrow.shotFromCrossbow() as bool;
myAbstractArrow.shotFromCrossbow();

Return Type: bool

Getter
script.zs
// AbstractArrow.shouldBeSaved as bool
myAbstractArrow.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
script.zs
// AbstractArrow.shouldBeSaved() as bool;
myAbstractArrow.shouldBeSaved();

Return Type: bool

Getter
script.zs
// AbstractArrow.shouldInformAdmins as bool
myAbstractArrow.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
script.zs
// AbstractArrow.shouldInformAdmins() as bool;
myAbstractArrow.shouldInformAdmins();

Return Type: bool

Getter
script.zs
// AbstractArrow.shouldShowName as bool
myAbstractArrow.shouldShowName

Return Type: bool

shouldShowName() as bool
script.zs
// AbstractArrow.shouldShowName() as bool;
myAbstractArrow.shouldShowName();

Return Type: bool

Getter
script.zs
// AbstractArrow.showVehicleHealth as bool
myAbstractArrow.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
script.zs
// AbstractArrow.showVehicleHealth() as bool;
myAbstractArrow.showVehicleHealth();

Return Type: bool

Setter
Sets the sound event that this arrow plays when it hits an entity or block.
script.zs
// AbstractArrow.soundEvent = (event as SoundEvent);
myAbstractArrow.soundEvent = mySoundEvent;

Parameters:

event Type: SoundEvent - The sound event to play when
soundEvent(event as SoundEvent)
Sets the sound event that this arrow plays when it hits an entity or block.
script.zs
// AbstractArrow.soundEvent(event as SoundEvent);
myAbstractArrow.soundEvent(mySoundEvent);

Parameters:

event Type: SoundEvent - The sound event to play when
Getter
script.zs
// AbstractArrow.soundSource as SoundSource
myAbstractArrow.soundSource

Return Type: SoundSource

soundSource() as SoundSource
script.zs
// AbstractArrow.soundSource() as SoundSource;
myAbstractArrow.soundSource();

Return Type: SoundSource

startRiding(entity as Entity) as bool
script.zs
// AbstractArrow.startRiding(entity as Entity) as bool;
myAbstractArrow.startRiding(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

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

Parameters:

entity Type: Entity
force Type: bool

Return Type: bool

stopRiding()
script.zs
// AbstractArrow.stopRiding();
myAbstractArrow.stopRiding();
Getter
script.zs
// AbstractArrow.stringUUID as string
myAbstractArrow.stringUUID

Return Type: string

stringUUID() as string
script.zs
// AbstractArrow.stringUUID() as string;
myAbstractArrow.stringUUID();

Return Type: string

Getter
script.zs
// AbstractArrow.tags as Set<string>
myAbstractArrow.tags

Return Type: Set<string>

tags() as Set<string>
script.zs
// AbstractArrow.tags() as Set<string>;
myAbstractArrow.tags();

Return Type: Set<string>

Getter
script.zs
// AbstractArrow.teamColor as int
myAbstractArrow.teamColor

Return Type: int

teamColor() as int
script.zs
// AbstractArrow.teamColor() as int;
myAbstractArrow.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
script.zs
// AbstractArrow.teleportTo(x as double, y as double, z as double);
myAbstractArrow.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// AbstractArrow.ticksFrozen as int
myAbstractArrow.ticksFrozen

Return Type: int

ticksFrozen() as int
script.zs
// AbstractArrow.ticksFrozen() as int;
myAbstractArrow.ticksFrozen();

Return Type: int

Getter
script.zs
// AbstractArrow.ticksRequiredToFreeze as int
myAbstractArrow.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
script.zs
// AbstractArrow.ticksRequiredToFreeze() as int;
myAbstractArrow.ticksRequiredToFreeze();

Return Type: int

turn(yaw as double, pitch as double)
script.zs
// AbstractArrow.turn(yaw as double, pitch as double);
myAbstractArrow.turn(myDouble, myDouble);

Parameters:

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

Return Type: EntityType<Entity>

type() as EntityType<Entity>
script.zs
// AbstractArrow.type() as EntityType<Entity>;
myAbstractArrow.type();

Return Type: EntityType<Entity>

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

Parameters:

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

Parameters:

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

Parameters:

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

Return Type: UUID

uuid() as UUID
script.zs
// AbstractArrow.uuid() as UUID;
myAbstractArrow.uuid();

Return Type: UUID

Getter
script.zs
// AbstractArrow.vehicle as Entity
myAbstractArrow.vehicle

Return Type: Entity

vehicle() as Entity
script.zs
// AbstractArrow.vehicle() as Entity;
myAbstractArrow.vehicle();

Return Type: Entity

Getter
script.zs
// AbstractArrow.x as double
myAbstractArrow.x

Return Type: double

x() as double
script.zs
// AbstractArrow.x() as double;
myAbstractArrow.x();

Return Type: double

Getter
script.zs
// AbstractArrow.y as double
myAbstractArrow.y

Return Type: double

y() as double
script.zs
// AbstractArrow.y() as double;
myAbstractArrow.y();

Return Type: double

Getter
script.zs
// AbstractArrow.z as double
myAbstractArrow.z

Return Type: double

z() as double
script.zs
// AbstractArrow.z() as double;
myAbstractArrow.z();

Return Type: double