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.villager . AbstractVillager;
AbstractVillager extends AgeableMob
.
AbstractVillager
implements the following interfaces:
Merchant
,Targeting
,Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl <ICapabilityProviderImpl >
,ICapabilityProvider
Undocumented Interfaces InventoryCarrier
, Npc
, Attackable
, IForgeLivingEntity
, IForgeEntity
// AbstractVillager.absorptionAmount as float
myAbstractVillager . absorptionAmount
Return Type:
float
// AbstractVillager.absorptionAmount() as float;
myAbstractVillager . absorptionAmount();
Return Type:
float
// AbstractVillager.acceptsFailure as bool
myAbstractVillager . acceptsFailure
Return Type:
bool
// AbstractVillager.acceptsFailure() as bool;
myAbstractVillager . acceptsFailure();
Return Type:
bool
// AbstractVillager.acceptsSuccess as bool
myAbstractVillager . acceptsSuccess
Return Type:
bool
// AbstractVillager.acceptsSuccess() as bool;
myAbstractVillager . acceptsSuccess();
Return Type:
bool
myAbstractVillager . addEffect(myMobEffectInstance);
Return Type:
bool
myAbstractVillager . addEffect(myMobEffectInstance, myEntity);
Return Type:
bool
// AbstractVillager.addTag(tagName as string) as bool;
myAbstractVillager . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// AbstractVillager.aggressive as bool
myAbstractVillager . aggressive
Return Type:
bool
// AbstractVillager.aggressive = (value as bool);
myAbstractVillager . aggressive = myBool;
// AbstractVillager.airSupply as int
myAbstractVillager . airSupply
Return Type:
int
// AbstractVillager.airSupply() as int;
myAbstractVillager . airSupply();
Return Type:
int
// AbstractVillager.allSlots as Iterable< ItemStack > myAbstractVillager . allSlots
Return Type:
Iterable <ItemStack >
// AbstractVillager.allSlots() as Iterable< ItemStack >; myAbstractVillager . allSlots();
Return Type:
Iterable <ItemStack >
// AbstractVillager.alwaysAccepts as bool
myAbstractVillager . alwaysAccepts
Return Type:
bool
// AbstractVillager.alwaysAccepts() as bool;
myAbstractVillager . alwaysAccepts();
Return Type:
bool
// AbstractVillager.ambientSoundInterval as int
myAbstractVillager . ambientSoundInterval
Return Type:
int
// AbstractVillager.armorCoverPercentage as float
myAbstractVillager . armorCoverPercentage
Return Type:
float
// AbstractVillager.armorCoverPercentage() as float;
myAbstractVillager . armorCoverPercentage();
Return Type:
float
// AbstractVillager.armorSlots as Iterable< ItemStack > myAbstractVillager . armorSlots
Return Type:
Iterable <ItemStack >
// AbstractVillager.armorSlots() as Iterable< ItemStack >; myAbstractVillager . armorSlots();
Return Type:
Iterable <ItemStack >
// AbstractVillager.armorValue as int
myAbstractVillager . armorValue
Return Type:
int
// AbstractVillager.armorValue() as int;
myAbstractVillager . armorValue();
Return Type:
int
// AbstractVillager.arrowCount as int
myAbstractVillager . arrowCount
Return Type:
int
// AbstractVillager.arrowCount() as int;
myAbstractVillager . arrowCount();
Return Type:
int
// AbstractVillager.ate();
myAbstractVillager . ate();
// AbstractVillager.attackable as bool
myAbstractVillager . attackable
Return Type:
bool
// AbstractVillager.attackable() as bool;
myAbstractVillager . attackable();
Return Type:
bool
// AbstractVillager.baby = (value as bool);
myAbstractVillager . baby = myBool;
// AbstractVillager.bbHeight as float
myAbstractVillager . bbHeight
Return Type:
float
// AbstractVillager.bbHeight() as float;
myAbstractVillager . bbHeight();
Return Type:
float
// AbstractVillager.bbWidth as float
myAbstractVillager . bbWidth
Return Type:
float
// AbstractVillager.bbWidth() as float;
myAbstractVillager . bbWidth();
Return Type:
float
// AbstractVillager.bedOrientation as Direction myAbstractVillager . bedOrientation
Return Type:
Direction
// AbstractVillager.bedOrientation() as Direction ; myAbstractVillager . bedOrientation();
Return Type:
Direction
// AbstractVillager.blockPosiion as BlockPos myAbstractVillager . blockPosiion
Return Type:
BlockPos
// AbstractVillager.blockPosiion() as BlockPos ; myAbstractVillager . blockPosiion();
Return Type:
BlockPos
// AbstractVillager.blockPosition as BlockPos myAbstractVillager . blockPosition
Return Type:
BlockPos
// AbstractVillager.blockPosition() as BlockPos ; myAbstractVillager . blockPosition();
Return Type:
BlockPos
// AbstractVillager.blockX as int
myAbstractVillager . blockX
Return Type:
int
// AbstractVillager.blockX() as int;
myAbstractVillager . blockX();
Return Type:
int
// AbstractVillager.blockY as int
myAbstractVillager . blockY
Return Type:
int
// AbstractVillager.blockY() as int;
myAbstractVillager . blockY();
Return Type:
int
// AbstractVillager.blockZ as int
myAbstractVillager . blockZ
Return Type:
int
// AbstractVillager.blockZ() as int;
myAbstractVillager . blockZ();
Return Type:
int
// AbstractVillager.boundingBox as AABB myAbstractVillager . boundingBox
Return Type:
AABB
// AbstractVillager.boundingBox() as AABB ; myAbstractVillager . boundingBox();
Return Type:
AABB
// AbstractVillager.boundingBoxForCulling as AABB myAbstractVillager . boundingBoxForCulling
Return Type:
AABB
// AbstractVillager.boundingBoxForCulling() as AABB ; myAbstractVillager . boundingBoxForCulling();
Return Type:
AABB
// AbstractVillager.canAttack(target as LivingEntity ) as bool; myAbstractVillager . canAttack(myLivingEntity);
Return Type:
bool
myAbstractVillager . canBeAffected(myMobEffectInstance);
Return Type:
bool
// AbstractVillager.canBeCollidedWith as bool
myAbstractVillager . canBeCollidedWith
Return Type:
bool
// AbstractVillager.canBeCollidedWith() as bool;
myAbstractVillager . canBeCollidedWith();
Return Type:
bool
// AbstractVillager.canBeLeashed(leashHolder as Player ) as bool; myAbstractVillager . canBeLeashed(myPlayer);
Return Type:
bool
// AbstractVillager.canBeSeenAsEnemy as bool
myAbstractVillager . canBeSeenAsEnemy
Return Type:
bool
// AbstractVillager.canBeSeenAsEnemy() as bool;
myAbstractVillager . canBeSeenAsEnemy();
Return Type:
bool
// AbstractVillager.canBeSeenByAnyone as bool
myAbstractVillager . canBeSeenByAnyone
Return Type:
bool
// AbstractVillager.canBeSeenByAnyone() as bool;
myAbstractVillager . canBeSeenByAnyone();
Return Type:
bool
// AbstractVillager.canBreatheUnderwater as bool
myAbstractVillager . canBreatheUnderwater
Return Type:
bool
// AbstractVillager.canBreatheUnderwater as bool
myAbstractVillager . canBreatheUnderwater
Return Type:
bool
// AbstractVillager.canBreatheUnderwater() as bool;
myAbstractVillager . canBreatheUnderwater();
Return Type:
bool
// AbstractVillager.canBreatheUnderwater() as bool;
myAbstractVillager . canBreatheUnderwater();
Return Type:
bool
// AbstractVillager.canCollideWith(other as Entity ) as bool; myAbstractVillager . canCollideWith(myEntity);
Return Type:
bool
myAbstractVillager . canFireProjectileWeapon(myProjectileWeaponItem);
Return Type:
bool
// AbstractVillager.canFreeze as bool
myAbstractVillager . canFreeze
Return Type:
bool
// AbstractVillager.canFreeze() as bool;
myAbstractVillager . canFreeze();
Return Type:
bool
// AbstractVillager.canHoldItem(stack as ItemStack ) as bool; myAbstractVillager . canHoldItem(myItemStack);
Return Type:
bool
// AbstractVillager.canPickUpLoot as bool
myAbstractVillager . canPickUpLoot
Return Type:
bool
// AbstractVillager.canPickUpLoot = (value as bool);
myAbstractVillager . canPickUpLoot = myBool;
// AbstractVillager.canReplaceEqualItem(toReplace as ItemStack , with as ItemStack ) as bool; myAbstractVillager . canReplaceEqualItem(myItemStack, myItemStack);
Return Type:
bool
// AbstractVillager.canRestock as bool
myAbstractVillager . canRestock
Return Type:
bool
// AbstractVillager.canRestock() as bool;
myAbstractVillager . canRestock();
Return Type:
bool
// AbstractVillager.canStandOnFluid(fluid as Fluid ) as bool; myAbstractVillager . canStandOnFluid(myFluid);
Return Type:
bool
// AbstractVillager.canTakeItem(stack as ItemStack ) as bool; myAbstractVillager . canTakeItem(myItemStack);
Return Type:
bool
// AbstractVillager.checkSpawnObstruction(level as LevelReader ) as bool; myAbstractVillager . checkSpawnObstruction(myLevelReader);
Return Type:
bool
myAbstractVillager . checkSpawnRules(myLevelAccessor, myMobSpawnType);
Return Type:
bool
// AbstractVillager.clearFire();
myAbstractVillager . clearFire();
// AbstractVillager.clearRestriction();
myAbstractVillager . clearRestriction();
// AbstractVillager.clearSleepingPos();
myAbstractVillager . clearSleepingPos();
// AbstractVillager.closerThan(other as Entity , distance as double) as bool; myAbstractVillager . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// AbstractVillager.commandSenderWorld as Level myAbstractVillager . commandSenderWorld
Return Type:
Level
// AbstractVillager.commandSenderWorld() as Level ; myAbstractVillager . commandSenderWorld();
Return Type:
Level
// AbstractVillager.controllingPassenger as Entity myAbstractVillager . controllingPassenger
Return Type:
Entity
// AbstractVillager.controllingPassenger() as Entity ; myAbstractVillager . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // AbstractVillager.customData as MapData myAbstractVillager . customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// AbstractVillager.customData() as MapData ; myAbstractVillager . customData();
Return Type:
MapData
myAbstractVillager . customName
Return Type:
Component
myAbstractVillager . customName
Return Type:
Component
// AbstractVillager.customName() as Component ; myAbstractVillager . customName();
Return Type:
Component
// AbstractVillager.customName() as Component ; myAbstractVillager . customName();
Return Type:
Component
// AbstractVillager.dampensVibrations as bool
myAbstractVillager . dampensVibrations
Return Type:
bool
// AbstractVillager.dampensVibrations() as bool;
myAbstractVillager . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // AbstractVillager.data as MapData
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// AbstractVillager.data() as MapData ; myAbstractVillager . data();
Return Type:
MapData
// AbstractVillager.deltaMovement as Vec3 myAbstractVillager . deltaMovement
Return Type:
Vec3
// AbstractVillager.deltaMovement = (deltaMovement as Vec3 ); myAbstractVillager . deltaMovement = myVec3;
// AbstractVillager.deltaMovement() as Vec3 ; myAbstractVillager . deltaMovement();
Return Type:
Vec3
// AbstractVillager.deltaMovement(deltaMovement as Vec3 ); myAbstractVillager . deltaMovement(myVec3);
myAbstractVillager . die(myDamageSource);
// AbstractVillager.dimensionChangingDelay as int
myAbstractVillager . dimensionChangingDelay
Return Type:
int
// AbstractVillager.dimensionChangingDelay() as int;
myAbstractVillager . dimensionChangingDelay();
Return Type:
int
myAbstractVillager . direction
Return Type:
Direction
// AbstractVillager.direction() as Direction ; myAbstractVillager . direction();
Return Type:
Direction
// AbstractVillager.discard();
myAbstractVillager . discard();
// AbstractVillager.dismountsUnderwater as bool
myAbstractVillager . dismountsUnderwater
Return Type:
bool
myAbstractVillager . displayName
Return Type:
Component
myAbstractVillager . displayName
Return Type:
Component
// AbstractVillager.displayName() as Component ; myAbstractVillager . displayName();
Return Type:
Component
// AbstractVillager.displayName() as Component ; myAbstractVillager . displayName();
Return Type:
Component
// AbstractVillager.distanceTo(entity as Entity ) as float; myAbstractVillager . distanceTo(myEntity);
Return Type:
float
// AbstractVillager.distanceToSqr(x as double, y as double, z as double) as double;
myAbstractVillager . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// AbstractVillager.distanceToSqr(entity as Entity ) as double; myAbstractVillager . distanceToSqr(myEntity);
Return Type:
double
// AbstractVillager.distanceToSqr(vec as Vec3 ) as double; myAbstractVillager . distanceToSqr(myVec3);
Return Type:
double
// AbstractVillager.doHurtTarget(entity as Entity ) as bool; myAbstractVillager . doHurtTarget(myEntity);
Return Type:
bool
// AbstractVillager.dropLeash(broadcastPacket as bool, dropLeash as bool);
myAbstractVillager . dropLeash(myBool, myBool);
Parameters:
broadcastPacket: bool
Type: bool
dropLeash: bool
Type: bool
myAbstractVillager . eat(myLevel, myItemStack);
Return Type:
ItemStack
// AbstractVillager.ejectPassengers();
myAbstractVillager . ejectPassengers();
myAbstractVillager . equipItemIfPossible(myItemStack);
Return Type:
ItemStack
// AbstractVillager.eyeHeight as float
myAbstractVillager . eyeHeight
Return Type:
float
// AbstractVillager.eyeHeight() as float;
myAbstractVillager . eyeHeight();
Return Type:
float
// AbstractVillager.eyePosition as Vec3 myAbstractVillager . eyePosition
Return Type:
Vec3
// AbstractVillager.eyePosition() as Vec3 ; myAbstractVillager . eyePosition();
Return Type:
Vec3
// AbstractVillager.eyeY as double
Return Type:
double
// AbstractVillager.eyeY() as double;
myAbstractVillager . eyeY();
Return Type:
double
// AbstractVillager.fallFlyingTicks as int
myAbstractVillager . fallFlyingTicks
Return Type:
int
// AbstractVillager.fallFlyingTicks() as int;
myAbstractVillager . fallFlyingTicks();
Return Type:
int
myAbstractVillager . feetBlockState
Return Type:
BlockState
// AbstractVillager.feetBlockState() as BlockState ; myAbstractVillager . feetBlockState();
Return Type:
BlockState
// AbstractVillager.fireImmune as bool
myAbstractVillager . fireImmune
Return Type:
bool
// AbstractVillager.fireImmune() as bool;
myAbstractVillager . fireImmune();
Return Type:
bool
// AbstractVillager.firstPassenger as Entity myAbstractVillager . firstPassenger
Return Type:
Entity
// AbstractVillager.firstPassenger() as Entity ; myAbstractVillager . firstPassenger();
Return Type:
Entity
// AbstractVillager.fluidJumpThreshold as double
myAbstractVillager . fluidJumpThreshold
Return Type:
double
// AbstractVillager.fluidJumpThreshold() as double;
myAbstractVillager . fluidJumpThreshold();
Return Type:
double
myAbstractVillager . forceAddEffect(myMobEffectInstance, myEntity);
// AbstractVillager.forward as Vec3 myAbstractVillager . forward
Return Type:
Vec3
// AbstractVillager.forward() as Vec3 ; myAbstractVillager . forward();
Return Type:
Vec3
// AbstractVillager.getAttributeBaseValue(attribute as Attribute ) as double; myAbstractVillager . getAttributeBaseValue(myAttribute);
Return Type:
double
// AbstractVillager.getAttributeValue(attribute as Attribute ) as double; myAbstractVillager . getAttributeValue(myAttribute);
Return Type:
double
Gets the capability for the given side. Returns : The found capability or null.
myAbstractVillager . getCapability < T>(Capabilities.ENERGY, <constant : minecraft:direction:north > );
Return Type:
T ?
Gets the capability. Returns : The found capability or null.
// AbstractVillager.getCapability<T>(cap as Capability <T>) as T?; myAbstractVillager . getCapability < T>( Capabilities . ENERGY);
Return Type:
T ?
// AbstractVillager.getEyePosition(partialTicks as float) as Vec3 ; myAbstractVillager . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
myAbstractVillager . getItemBySlot(myEquipmentSlot);
Return Type:
ItemStack
myAbstractVillager . getItemInHand(myInteractionHand);
Return Type:
ItemStack
// AbstractVillager.getPosition(partialTicks as float) as Vec3 ; myAbstractVillager . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// AbstractVillager.getRestrictCenter as BlockPos myAbstractVillager . getRestrictCenter
Return Type:
BlockPos
// AbstractVillager.getRestrictCenter as Entity myAbstractVillager . getRestrictCenter
Return Type:
Entity
// AbstractVillager.getRestrictRadius as float
myAbstractVillager . getRestrictRadius
Return Type:
float
// AbstractVillager.getSwimAmount(partialTicks as float) as float;
myAbstractVillager . getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
float
// AbstractVillager.getUpVector(partialTicks as float) as Vec3 ; myAbstractVillager . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// AbstractVillager.getViewVector(partialTicks as float) as Vec3 ; myAbstractVillager . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// AbstractVillager.getVisibilityPercent(lookingEntity as Entity ) as double; myAbstractVillager . getVisibilityPercent(myEntity);
Return Type:
double
// AbstractVillager.getX(scale as double) as double;
myAbstractVillager . getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// AbstractVillager.getY(scale as double) as double;
myAbstractVillager . getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// AbstractVillager.getZ(scale as double) as double;
myAbstractVillager . getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// AbstractVillager.handSlots as Iterable< ItemStack > myAbstractVillager . handSlots
Return Type:
Iterable <ItemStack >
// AbstractVillager.handSlots() as Iterable< ItemStack >; myAbstractVillager . handSlots();
Return Type:
Iterable <ItemStack >
// AbstractVillager.hasCustomName as bool
myAbstractVillager . hasCustomName
Return Type:
bool
// AbstractVillager.hasCustomName as bool
myAbstractVillager . hasCustomName
Return Type:
bool
// AbstractVillager.hasCustomName() as bool;
myAbstractVillager . hasCustomName();
Return Type:
bool
// AbstractVillager.hasCustomName() as bool;
myAbstractVillager . hasCustomName();
Return Type:
bool
// AbstractVillager.hasEffect(effect as MobEffect ) as bool; myAbstractVillager . hasEffect(myMobEffect);
Return Type:
bool
// AbstractVillager.hasExactlyOnePlayerPassenger as bool
myAbstractVillager . hasExactlyOnePlayerPassenger
Return Type:
bool
// AbstractVillager.hasExactlyOnePlayerPassenger() as bool;
myAbstractVillager . hasExactlyOnePlayerPassenger();
Return Type:
bool
// AbstractVillager.hasGlowingTag as bool
myAbstractVillager . hasGlowingTag
Return Type:
bool
// AbstractVillager.hasGlowingTag() as bool;
myAbstractVillager . hasGlowingTag();
Return Type:
bool
// AbstractVillager.hasIndirectPassenger(entity as Entity ) as bool; myAbstractVillager . hasIndirectPassenger(myEntity);
Return Type:
bool
// AbstractVillager.hasItemInSlot(slot as EquipmentSlot ) as bool; myAbstractVillager . hasItemInSlot(myEquipmentSlot);
Return Type:
bool
// AbstractVillager.hasLineOfSight(entity as Entity ) as bool; myAbstractVillager . hasLineOfSight(myEntity);
Return Type:
bool
// AbstractVillager.hasPassenger(entity as Entity ) as bool; myAbstractVillager . hasPassenger(myEntity);
Return Type:
bool
// AbstractVillager.hasPassenger(predicate as function(t as Entity ) as bool) as bool; myAbstractVillager . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// AbstractVillager.hasRestriction as bool
myAbstractVillager . hasRestriction
Return Type:
bool
// AbstractVillager.heal(amount as float);
myAbstractVillager . heal(myFloat);
Parameters:
amount: float
Type: float
// AbstractVillager.health as float
myAbstractVillager . health
Return Type:
float
// AbstractVillager.health() as float;
myAbstractVillager . health();
Return Type:
float
// AbstractVillager.hurt(source as DamageSource , amount as float) as bool; myAbstractVillager . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// AbstractVillager.id as int
Return Type:
int
// AbstractVillager.id() as int;
Return Type:
int
// AbstractVillager.isAffectedByPotions as bool
myAbstractVillager . isAffectedByPotions
Return Type:
bool
// AbstractVillager.isAffectedByPotions() as bool;
myAbstractVillager . isAffectedByPotions();
Return Type:
bool
// AbstractVillager.isAlive as bool
myAbstractVillager . isAlive
Return Type:
bool
// AbstractVillager.isAlive() as bool;
myAbstractVillager . isAlive();
Return Type:
bool
// AbstractVillager.isAlwaysTicking as bool
myAbstractVillager . isAlwaysTicking
Return Type:
bool
// AbstractVillager.isAlwaysTicking() as bool;
myAbstractVillager . isAlwaysTicking();
Return Type:
bool
// AbstractVillager.isAttackable as bool
myAbstractVillager . isAttackable
Return Type:
bool
// AbstractVillager.isAttackable() as bool;
myAbstractVillager . isAttackable();
Return Type:
bool
// AbstractVillager.isAutoSpinAttack as bool
myAbstractVillager . isAutoSpinAttack
Return Type:
bool
// AbstractVillager.isAutoSpinAttack() as bool;
myAbstractVillager . isAutoSpinAttack();
Return Type:
bool
// AbstractVillager.isBaby as bool
myAbstractVillager . isBaby
Return Type:
bool
// AbstractVillager.isBaby() as bool;
myAbstractVillager . isBaby();
Return Type:
bool
// AbstractVillager.isBlocking as bool
myAbstractVillager . isBlocking
Return Type:
bool
// AbstractVillager.isBlocking() as bool;
myAbstractVillager . isBlocking();
Return Type:
bool
// AbstractVillager.isClientSide as bool
myAbstractVillager . isClientSide
Return Type:
bool
// AbstractVillager.isClientSide() as bool;
myAbstractVillager . isClientSide();
Return Type:
bool
myAbstractVillager . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// AbstractVillager.isCrouching as bool
myAbstractVillager . isCrouching
Return Type:
bool
// AbstractVillager.isCrouching() as bool;
myAbstractVillager . isCrouching();
Return Type:
bool
// AbstractVillager.isCurrentlyGlowing as bool
myAbstractVillager . isCurrentlyGlowing
Return Type:
bool
// AbstractVillager.isCurrentlyGlowing as bool
myAbstractVillager . isCurrentlyGlowing
Return Type:
bool
// AbstractVillager.isCurrentlyGlowing() as bool;
myAbstractVillager . isCurrentlyGlowing();
Return Type:
bool
// AbstractVillager.isCurrentlyGlowing() as bool;
myAbstractVillager . isCurrentlyGlowing();
Return Type:
bool
// AbstractVillager.isCustomNameVisible as bool
myAbstractVillager . isCustomNameVisible
Return Type:
bool
// AbstractVillager.isCustomNameVisible() as bool;
myAbstractVillager . isCustomNameVisible();
Return Type:
bool
// AbstractVillager.isDamageSourceBlocked(source as DamageSource ) as bool; myAbstractVillager . isDamageSourceBlocked(myDamageSource);
Return Type:
bool
// AbstractVillager.isDeadOrDying as bool
myAbstractVillager . isDeadOrDying
Return Type:
bool
// AbstractVillager.isDeadOrDying() as bool;
myAbstractVillager . isDeadOrDying();
Return Type:
bool
// AbstractVillager.isDescending as bool
myAbstractVillager . isDescending
Return Type:
bool
// AbstractVillager.isDescending() as bool;
myAbstractVillager . isDescending();
Return Type:
bool
// AbstractVillager.isDiscrete as bool
myAbstractVillager . isDiscrete
Return Type:
bool
// AbstractVillager.isDiscrete() as bool;
myAbstractVillager . isDiscrete();
Return Type:
bool
// AbstractVillager.isFallFlying as bool
myAbstractVillager . isFallFlying
Return Type:
bool
// AbstractVillager.isFallFlying() as bool;
myAbstractVillager . isFallFlying();
Return Type:
bool
// AbstractVillager.isFree(x as double, y as double, z as double) as bool;
myAbstractVillager . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// AbstractVillager.isFullyFrozen as bool
myAbstractVillager . isFullyFrozen
Return Type:
bool
// AbstractVillager.isFullyFrozen() as bool;
myAbstractVillager . isFullyFrozen();
Return Type:
bool
myAbstractVillager . isHolding(myItem);
Return Type:
bool
// AbstractVillager.isHolding(predicate as function(t as ItemStack ) as bool) as bool; myAbstractVillager . isHolding(myPredicate);
Return Type:
bool
// AbstractVillager.isInLava as bool
myAbstractVillager . isInLava
Return Type:
bool
// AbstractVillager.isInLava() as bool;
myAbstractVillager . isInLava();
Return Type:
bool
// AbstractVillager.isInvertedHealAndHarm as bool
myAbstractVillager . isInvertedHealAndHarm
Return Type:
bool
// AbstractVillager.isInvertedHealAndHarm() as bool;
myAbstractVillager . isInvertedHealAndHarm();
Return Type:
bool
// AbstractVillager.isInvisible as bool
myAbstractVillager . isInvisible
Return Type:
bool
// AbstractVillager.isInvisible() as bool;
myAbstractVillager . isInvisible();
Return Type:
bool
// AbstractVillager.isInvisibleTo(player as Player ) as bool; myAbstractVillager . isInvisibleTo(myPlayer);
Return Type:
bool
// AbstractVillager.isInvulnerable as bool
myAbstractVillager . isInvulnerable
Return Type:
bool
// AbstractVillager.isInvulnerable() as bool;
myAbstractVillager . isInvulnerable();
Return Type:
bool
// AbstractVillager.isInvulnerableTo(source as DamageSource ) as bool; myAbstractVillager . isInvulnerableTo(myDamageSource);
Return Type:
bool
// AbstractVillager.isInWall as bool
myAbstractVillager . isInWall
Return Type:
bool
// AbstractVillager.isInWall() as bool;
myAbstractVillager . isInWall();
Return Type:
bool
// AbstractVillager.isInWater as bool
myAbstractVillager . isInWater
Return Type:
bool
// AbstractVillager.isInWater() as bool;
myAbstractVillager . isInWater();
Return Type:
bool
// AbstractVillager.isInWaterOrBubble as bool
myAbstractVillager . isInWaterOrBubble
Return Type:
bool
// AbstractVillager.isInWaterOrBubble() as bool;
myAbstractVillager . isInWaterOrBubble();
Return Type:
bool
// AbstractVillager.isInWaterOrRain as bool
myAbstractVillager . isInWaterOrRain
Return Type:
bool
// AbstractVillager.isInWaterOrRain() as bool;
myAbstractVillager . isInWaterOrRain();
Return Type:
bool
// AbstractVillager.isInWaterRainOrBubble as bool
myAbstractVillager . isInWaterRainOrBubble
Return Type:
bool
// AbstractVillager.isInWaterRainOrBubble() as bool;
myAbstractVillager . isInWaterRainOrBubble();
Return Type:
bool
// AbstractVillager.isMaxGroupSizeReached(size as int) as bool;
myAbstractVillager . isMaxGroupSizeReached(myInt);
Return Type:
bool
// AbstractVillager.isNoGravity as bool
myAbstractVillager . isNoGravity
Return Type:
bool
// AbstractVillager.isNoGravity() as bool;
myAbstractVillager . isNoGravity();
Return Type:
bool
// AbstractVillager.isOnFire as bool
myAbstractVillager . isOnFire
Return Type:
bool
// AbstractVillager.isOnFire() as bool;
myAbstractVillager . isOnFire();
Return Type:
bool
// AbstractVillager.isOnPortalCooldown as bool
myAbstractVillager . isOnPortalCooldown
Return Type:
bool
// AbstractVillager.isOnPortalCooldown() as bool;
myAbstractVillager . isOnPortalCooldown();
Return Type:
bool
// AbstractVillager.isPassenger as bool
myAbstractVillager . isPassenger
Return Type:
bool
// AbstractVillager.isPassenger() as bool;
myAbstractVillager . isPassenger();
Return Type:
bool
// AbstractVillager.isPassengerOfSameVehicle(entity as Entity ) as bool; myAbstractVillager . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// AbstractVillager.isPersistenceRequired as bool
myAbstractVillager . isPersistenceRequired
Return Type:
bool
// AbstractVillager.isPickable as bool
myAbstractVillager . isPickable
Return Type:
bool
// AbstractVillager.isPickable() as bool;
myAbstractVillager . isPickable();
Return Type:
bool
// AbstractVillager.isPushable as bool
myAbstractVillager . isPushable
Return Type:
bool
// AbstractVillager.isPushable() as bool;
myAbstractVillager . isPushable();
Return Type:
bool
// AbstractVillager.isPushedByFluid as bool
myAbstractVillager . isPushedByFluid
Return Type:
bool
// AbstractVillager.isPushedByFluid() as bool;
myAbstractVillager . isPushedByFluid();
Return Type:
bool
// AbstractVillager.isRemoved as bool
myAbstractVillager . isRemoved
Return Type:
bool
// AbstractVillager.isRemoved() as bool;
myAbstractVillager . isRemoved();
Return Type:
bool
// AbstractVillager.isSensitiveToWater as bool
myAbstractVillager . isSensitiveToWater
Return Type:
bool
// AbstractVillager.isSensitiveToWater() as bool;
myAbstractVillager . isSensitiveToWater();
Return Type:
bool
// AbstractVillager.isShiftKeyDown as bool
myAbstractVillager . isShiftKeyDown
Return Type:
bool
// AbstractVillager.isShiftKeyDown() as bool;
myAbstractVillager . isShiftKeyDown();
Return Type:
bool
// AbstractVillager.isSilent as bool
myAbstractVillager . isSilent
Return Type:
bool
// AbstractVillager.isSilent() as bool;
myAbstractVillager . isSilent();
Return Type:
bool
// AbstractVillager.isSleeping as bool
myAbstractVillager . isSleeping
Return Type:
bool
// AbstractVillager.isSleeping() as bool;
myAbstractVillager . isSleeping();
Return Type:
bool
// AbstractVillager.isSpectator as bool
myAbstractVillager . isSpectator
Return Type:
bool
// AbstractVillager.isSpectator() as bool;
myAbstractVillager . isSpectator();
Return Type:
bool
// AbstractVillager.isSprinting as bool
myAbstractVillager . isSprinting
Return Type:
bool
// AbstractVillager.isSprinting() as bool;
myAbstractVillager . isSprinting();
Return Type:
bool
// AbstractVillager.isSteppingCarefully as bool
myAbstractVillager . isSteppingCarefully
Return Type:
bool
// AbstractVillager.isSteppingCarefully() as bool;
myAbstractVillager . isSteppingCarefully();
Return Type:
bool
// AbstractVillager.isSuppressingBounce as bool
myAbstractVillager . isSuppressingBounce
Return Type:
bool
// AbstractVillager.isSuppressingBounce() as bool;
myAbstractVillager . isSuppressingBounce();
Return Type:
bool
// AbstractVillager.isSuppressingSlidingDownLadder as bool
myAbstractVillager . isSuppressingSlidingDownLadder
Return Type:
bool
// AbstractVillager.isSuppressingSlidingDownLadder() as bool;
myAbstractVillager . isSuppressingSlidingDownLadder();
Return Type:
bool
// AbstractVillager.isSwimming as bool
myAbstractVillager . isSwimming
Return Type:
bool
// AbstractVillager.isSwimming() as bool;
myAbstractVillager . isSwimming();
Return Type:
bool
// AbstractVillager.isTrading as bool
myAbstractVillager . isTrading
Return Type:
bool
// AbstractVillager.isTrading() as bool;
myAbstractVillager . isTrading();
Return Type:
bool
// AbstractVillager.isUnderWater as bool
myAbstractVillager . isUnderWater
Return Type:
bool
// AbstractVillager.isUnderWater() as bool;
myAbstractVillager . isUnderWater();
Return Type:
bool
// AbstractVillager.isUsingItem as bool
myAbstractVillager . isUsingItem
Return Type:
bool
// AbstractVillager.isUsingItem() as bool;
myAbstractVillager . isUsingItem();
Return Type:
bool
// AbstractVillager.isVehicle as bool
myAbstractVillager . isVehicle
Return Type:
bool
// AbstractVillager.isVehicle() as bool;
myAbstractVillager . isVehicle();
Return Type:
bool
// AbstractVillager.isVisuallyCrawling as bool
myAbstractVillager . isVisuallyCrawling
Return Type:
bool
// AbstractVillager.isVisuallyCrawling() as bool;
myAbstractVillager . isVisuallyCrawling();
Return Type:
bool
// AbstractVillager.isVisuallySwimming as bool
myAbstractVillager . isVisuallySwimming
Return Type:
bool
// AbstractVillager.isVisuallySwimming as bool
myAbstractVillager . isVisuallySwimming
Return Type:
bool
// AbstractVillager.isVisuallySwimming() as bool;
myAbstractVillager . isVisuallySwimming();
Return Type:
bool
// AbstractVillager.isVisuallySwimming() as bool;
myAbstractVillager . isVisuallySwimming();
Return Type:
bool
// AbstractVillager.isWithinMeleeAttackRange(entity as LivingEntity ) as bool; myAbstractVillager . isWithinMeleeAttackRange(myLivingEntity);
Return Type:
bool
// AbstractVillager.isWithinRestriction as bool
myAbstractVillager . isWithinRestriction
Return Type:
bool
// AbstractVillager.isWithinRestriction(position as BlockPos ) as bool; myAbstractVillager . isWithinRestriction(myBlockPos);
Return Type:
bool
// AbstractVillager.jumpBoostPower as double
myAbstractVillager . jumpBoostPower
Return Type:
double
// AbstractVillager.jumpBoostPower() as double;
myAbstractVillager . jumpBoostPower();
Return Type:
double
// AbstractVillager.kill();
myAbstractVillager . kill();
// AbstractVillager.knockback(x as double, y as double, z as double);
myAbstractVillager . knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractVillager.lastClimbablePos as BlockPos myAbstractVillager . lastClimbablePos
Return Type:
BlockPos
// AbstractVillager.lastClimbablePos() as BlockPos ; myAbstractVillager . lastClimbablePos();
Return Type:
BlockPos
myAbstractVillager . lastDamageSource
Return Type:
DamageSource
myAbstractVillager . lastDamageSource();
Return Type:
DamageSource
myAbstractVillager . lastHurtByMob();
Return Type:
LivingEntity
// AbstractVillager.lastHurtByMobTimestamp as int
myAbstractVillager . lastHurtByMobTimestamp
Return Type:
int
// AbstractVillager.lastHurtByMobTimestamp() as int;
myAbstractVillager . lastHurtByMobTimestamp();
Return Type:
int
// AbstractVillager.lastHurtMobTimestamp as int
myAbstractVillager . lastHurtMobTimestamp
Return Type:
int
// AbstractVillager.lastHurtMobTimestamp() as int;
myAbstractVillager . lastHurtMobTimestamp();
Return Type:
int
// AbstractVillager.lavaHurt();
myAbstractVillager . lavaHurt();
// AbstractVillager.leashed as bool
myAbstractVillager . leashed
Return Type:
bool
// AbstractVillager.leftHanded as bool
myAbstractVillager . leftHanded
Return Type:
bool
// AbstractVillager.leftHanded = (value as bool);
myAbstractVillager . leftHanded = myBool;
// AbstractVillager.level as Level
Return Type:
Level
// AbstractVillager.lookAngle as Vec3 myAbstractVillager . lookAngle
Return Type:
Vec3
// AbstractVillager.lookAngle() as Vec3 ; myAbstractVillager . lookAngle();
Return Type:
Vec3
// AbstractVillager.lookAt(entity as Entity , maxXRotIncrease as float, maxYRotIncrease as float); myAbstractVillager . lookAt(myEntity, myFloat, myFloat);
Parameters:
maxXRotIncrease: float
Type: float
maxYRotIncrease: float
Type: float
Gets the seed used when generating loot from this entity. // AbstractVillager.lootTableSeed as long
myAbstractVillager . lootTableSeed
Return Type:
long
// AbstractVillager.mainHandItem as ItemStack myAbstractVillager . mainHandItem
Return Type:
ItemStack
// AbstractVillager.mainHandItem() as ItemStack ; myAbstractVillager . mainHandItem();
Return Type:
ItemStack
// AbstractVillager.maxAirSupply as int
myAbstractVillager . maxAirSupply
Return Type:
int
// AbstractVillager.maxAirSupply() as int;
myAbstractVillager . maxAirSupply();
Return Type:
int
// AbstractVillager.maxFallDistance as int
myAbstractVillager . maxFallDistance
Return Type:
int
// AbstractVillager.maxFallDistance() as int;
myAbstractVillager . maxFallDistance();
Return Type:
int
// AbstractVillager.maxHeadRotSpeed as int
myAbstractVillager . maxHeadRotSpeed
Return Type:
int
// AbstractVillager.maxHeadXRot as int
myAbstractVillager . maxHeadXRot
Return Type:
int
// AbstractVillager.maxHeadYRot as int
myAbstractVillager . maxHeadYRot
Return Type:
int
// AbstractVillager.maxHealth as float
myAbstractVillager . maxHealth
Return Type:
float
// AbstractVillager.maxHealth() as float;
myAbstractVillager . maxHealth();
Return Type:
float
// AbstractVillager.maxSpawnClusterSize as int
myAbstractVillager . maxSpawnClusterSize
Return Type:
int
// AbstractVillager.mobType as MobType myAbstractVillager . mobType
Return Type:
MobType
// AbstractVillager.mobType() as MobType ; myAbstractVillager . mobType();
Return Type:
MobType
// AbstractVillager.motionDirection as Direction myAbstractVillager . motionDirection
Return Type:
Direction
// AbstractVillager.motionDirection() as Direction ; myAbstractVillager . motionDirection();
Return Type:
Direction
// AbstractVillager.moveRelative(amount as float, relative as Vec3 ); myAbstractVillager . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// AbstractVillager.moveTo(vec as Vec3 ); myAbstractVillager . moveTo(myVec3);
// AbstractVillager.moveTo(x as double, y as double, z as double);
myAbstractVillager . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractVillager.moveTo(pos as BlockPos , yaw as float, pitch as float); myAbstractVillager . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// AbstractVillager.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myAbstractVillager . 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
myAbstractVillager . name();
Return Type:
Component
myAbstractVillager . name();
Return Type:
Component
// AbstractVillager.noActionTime as int
myAbstractVillager . noActionTime
Return Type:
int
// AbstractVillager.noActionTime() as int;
myAbstractVillager . noActionTime();
Return Type:
int
// AbstractVillager.noAi as bool
Return Type:
bool
// AbstractVillager.noAi = (value as bool);
myAbstractVillager . noAi = myBool;
myAbstractVillager . notifyTrade(myMerchantOffer);
// AbstractVillager.notifyTradeSound as SoundEvent myAbstractVillager . notifyTradeSound
Return Type:
SoundEvent
// AbstractVillager.notifyTradeSound() as SoundEvent ; myAbstractVillager . notifyTradeSound();
Return Type:
SoundEvent
// AbstractVillager.notifyTradeUpdated(stack as ItemStack ); myAbstractVillager . notifyTradeUpdated(myItemStack);
myAbstractVillager . offHandItem
Return Type:
ItemStack
// AbstractVillager.offHandItem() as ItemStack ; myAbstractVillager . offHandItem();
Return Type:
ItemStack
// AbstractVillager.onGround as bool
myAbstractVillager . onGround
Return Type:
bool
// AbstractVillager.onPos() as BlockPos ; myAbstractVillager . onPos();
Return Type:
BlockPos
// AbstractVillager.openTradingScreen(player as Player , displayName as Component , level as int); myAbstractVillager . openTradingScreen(myPlayer, myComponent, myInt);
// AbstractVillager.passengers as List< Entity > myAbstractVillager . passengers
Return Type:
List <Entity >
// AbstractVillager.passengers() as List< Entity >; myAbstractVillager . passengers();
Return Type:
List <Entity >
// AbstractVillager.percentFrozen as float
myAbstractVillager . percentFrozen
Return Type:
float
// AbstractVillager.percentFrozen() as float;
myAbstractVillager . percentFrozen();
Return Type:
float
myAbstractVillager . pistonPushReaction
Return Type:
PushReaction
myAbstractVillager . pistonPushReaction();
Return Type:
PushReaction
// AbstractVillager.playAmbientSound();
myAbstractVillager . playAmbientSound();
// AbstractVillager.playCelebrateSound();
myAbstractVillager . playCelebrateSound();
// AbstractVillager.playSound(sound as SoundEvent , volume as float, pitch as float); myAbstractVillager . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// AbstractVillager.portalWaitTime as int
myAbstractVillager . portalWaitTime
Return Type:
int
// AbstractVillager.portalWaitTime() as int;
myAbstractVillager . portalWaitTime();
Return Type:
int
// AbstractVillager.position as Vec3 myAbstractVillager . position
Return Type:
Vec3
// AbstractVillager.position() as Vec3 ; myAbstractVillager . position();
Return Type:
Vec3
// AbstractVillager.positionRider(entity as Entity ); myAbstractVillager . positionRider(myEntity);
// AbstractVillager.releaseUsingItem();
myAbstractVillager . releaseUsingItem();
// AbstractVillager.remainingFireTicks as int
myAbstractVillager . remainingFireTicks
Return Type:
int
// AbstractVillager.remainingFireTicks() as int;
myAbstractVillager . remainingFireTicks();
Return Type:
int
// AbstractVillager.removeAllEffects() as bool;
myAbstractVillager . removeAllEffects();
Return Type:
bool
// AbstractVillager.removeEffect(effect as MobEffect ) as bool; myAbstractVillager . removeEffect(myMobEffect);
Return Type:
bool
// AbstractVillager.removeTag(tagName as string) as bool;
myAbstractVillager . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// AbstractVillager.removeVehicle();
myAbstractVillager . removeVehicle();
// AbstractVillager.restrictTo(restrictCenter as BlockPos , restrictRadius as int); myAbstractVillager . restrictTo(myBlockPos, myInt);
Parameters:
restrictRadius: int
Type: int
// AbstractVillager.rootVehicle as Entity myAbstractVillager . rootVehicle
Return Type:
Entity
// AbstractVillager.rootVehicle() as Entity ; myAbstractVillager . rootVehicle();
Return Type:
Entity
// AbstractVillager.scale as float
Return Type:
float
// AbstractVillager.scale() as float;
myAbstractVillager . scale();
Return Type:
float
// AbstractVillager.sendMessage(component as Component ); myAbstractVillager . sendMessage(myComponent);
// AbstractVillager.setAbsorptionAmount(absorption as float);
myAbstractVillager . setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
// AbstractVillager.setAirSupply(air as int);
myAbstractVillager . setAirSupply(myInt);
// AbstractVillager.setArrowCount(count as int);
myAbstractVillager . setArrowCount(myInt);
// AbstractVillager.setCustomName(name as Component ); myAbstractVillager . setCustomName(myComponent);
// AbstractVillager.setCustomNameVisible(visible as bool);
myAbstractVillager . setCustomNameVisible(myBool);
// AbstractVillager.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myAbstractVillager . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// AbstractVillager.setDiscardFriction(discardFriction as bool);
myAbstractVillager . setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
// AbstractVillager.setDropChance(slot as EquipmentSlot , chance as float); myAbstractVillager . setDropChance(myEquipmentSlot, myFloat);
Parameters:
chance: float
Type: float
// AbstractVillager.setGlowingTag(glowing as bool);
myAbstractVillager . setGlowingTag(myBool);
myAbstractVillager . setGuaranteedDrop(myEquipmentSlot);
// AbstractVillager.setHealth(health as float);
myAbstractVillager . setHealth(myFloat);
Parameters:
health: float
Type: float
// AbstractVillager.setInvisible(invisible as bool);
myAbstractVillager . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// AbstractVillager.setInvulnerable(invulnerable as bool);
myAbstractVillager . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// AbstractVillager.setIsInPowderSnow(inPowderSnow as bool);
myAbstractVillager . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
myAbstractVillager . setItemInHand(myInteractionHand, myItemStack);
myAbstractVillager . setItemSlot(myEquipmentSlot, myItemStack);
// AbstractVillager.setJumping(jumping as bool);
myAbstractVillager . setJumping(myBool);
// AbstractVillager.setLastHurtByMob(entity as LivingEntity ); myAbstractVillager . setLastHurtByMob(myLivingEntity);
// AbstractVillager.setLastHurtByPlayer(player as Player ); myAbstractVillager . setLastHurtByPlayer(myPlayer);
// AbstractVillager.setLastHurtMob(entity as Entity ); myAbstractVillager . setLastHurtMob(myEntity);
// AbstractVillager.setLeashedTo(leashHolder as Entity , broadcastPacket as bool); myAbstractVillager . setLeashedTo(myEntity, myBool);
Parameters:
broadcastPacket: bool
Type: bool
// AbstractVillager.setNoActionTime(idleTime as int);
myAbstractVillager . setNoActionTime(myInt);
// AbstractVillager.setNoGravity(noGravity as bool);
myAbstractVillager . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// AbstractVillager.setOldPosAndRot();
myAbstractVillager . setOldPosAndRot();
// AbstractVillager.setOnGround(onGround as bool);
myAbstractVillager . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// AbstractVillager.setPersistenceRequired();
myAbstractVillager . setPersistenceRequired();
// AbstractVillager.setPortalCooldown();
myAbstractVillager . setPortalCooldown();
// AbstractVillager.setPos(position as Vec3 ); myAbstractVillager . setPos(myVec3);
// AbstractVillager.setPos(x as double, y as double, z as double);
myAbstractVillager . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractVillager.setPosRaw(x as double, y as double, z as double);
myAbstractVillager . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractVillager.setRemainingFireTicks(ticks as int);
myAbstractVillager . setRemainingFireTicks(myInt);
myAbstractVillager . setRemoved(myRemovalReason);
// AbstractVillager.setSecondsOnFire(seconds as int);
myAbstractVillager . setSecondsOnFire(myInt);
// AbstractVillager.setShiftKeyDown(keyDown as bool);
myAbstractVillager . setShiftKeyDown(myBool);
// AbstractVillager.setSilent(silent as bool);
myAbstractVillager . setSilent(myBool);
// AbstractVillager.setSleepingPos(pos as BlockPos ); myAbstractVillager . setSleepingPos(myBlockPos);
// AbstractVillager.setSpeed(speed as float);
myAbstractVillager . setSpeed(myFloat);
// AbstractVillager.setSprinting(sprinting as bool);
myAbstractVillager . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// AbstractVillager.setStingerCount(count as int);
myAbstractVillager . setStingerCount(myInt);
// AbstractVillager.setSwimming(swimming as bool);
myAbstractVillager . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// AbstractVillager.setTicksFrozen(ticks as int);
myAbstractVillager . setTicksFrozen(myInt);
// AbstractVillager.shouldBeSaved as bool
myAbstractVillager . shouldBeSaved
Return Type:
bool
// AbstractVillager.shouldBeSaved() as bool;
myAbstractVillager . shouldBeSaved();
Return Type:
bool
// AbstractVillager.shouldDiscardFriction as bool
myAbstractVillager . shouldDiscardFriction
Return Type:
bool
// AbstractVillager.shouldDiscardFriction() as bool;
myAbstractVillager . shouldDiscardFriction();
Return Type:
bool
// AbstractVillager.shouldInformAdmins as bool
myAbstractVillager . shouldInformAdmins
Return Type:
bool
// AbstractVillager.shouldInformAdmins() as bool;
myAbstractVillager . shouldInformAdmins();
Return Type:
bool
// AbstractVillager.shouldShowName as bool
myAbstractVillager . shouldShowName
Return Type:
bool
// AbstractVillager.shouldShowName() as bool;
myAbstractVillager . shouldShowName();
Return Type:
bool
// AbstractVillager.showProgressBar as bool
myAbstractVillager . showProgressBar
Return Type:
bool
// AbstractVillager.showProgressBar() as bool;
myAbstractVillager . showProgressBar();
Return Type:
bool
// AbstractVillager.showVehicleHealth as bool
myAbstractVillager . showVehicleHealth
Return Type:
bool
// AbstractVillager.showVehicleHealth() as bool;
myAbstractVillager . showVehicleHealth();
Return Type:
bool
// AbstractVillager.sleepingPos as BlockPos myAbstractVillager . sleepingPos
Return Type:
BlockPos
// AbstractVillager.sleepingPos() as BlockPos ; myAbstractVillager . sleepingPos();
Return Type:
BlockPos
myAbstractVillager . soundSource
Return Type:
SoundSource
myAbstractVillager . soundSource();
Return Type:
SoundSource
// AbstractVillager.speed as float
Return Type:
float
// AbstractVillager.speed() as float;
myAbstractVillager . speed();
Return Type:
float
// AbstractVillager.startRiding(entity as Entity ) as bool; myAbstractVillager . startRiding(myEntity);
Return Type:
bool
// AbstractVillager.startRiding(entity as Entity , force as bool) as bool; myAbstractVillager . startRiding(myEntity, myBool);
Return Type:
bool
// AbstractVillager.startSleeping(pos as BlockPos ); myAbstractVillager . startSleeping(myBlockPos);
myAbstractVillager . startUsingItem(myInteractionHand);
// AbstractVillager.stingerCount as int
myAbstractVillager . stingerCount
Return Type:
int
// AbstractVillager.stingerCount() as int;
myAbstractVillager . stingerCount();
Return Type:
int
// AbstractVillager.stopRiding();
myAbstractVillager . stopRiding();
// AbstractVillager.stopSleeping();
myAbstractVillager . stopSleeping();
// AbstractVillager.stopUsingItem();
myAbstractVillager . stopUsingItem();
// AbstractVillager.stringUUID as string
myAbstractVillager . stringUUID
Return Type:
string
// AbstractVillager.stringUUID() as string;
myAbstractVillager . stringUUID();
Return Type:
string
myAbstractVillager . swing(myInteractionHand);
myAbstractVillager . swing(myInteractionHand, myBool);
Parameters:
updateSelf: bool
Type: bool
// AbstractVillager.tags as Set<string>
Return Type:
Set <string >
// AbstractVillager.tags() as Set<string>;
myAbstractVillager . tags();
Return Type:
Set <string >
Gets the current target, or null if not targeting anything. myAbstractVillager . target
Return Type:
LivingEntity
myAbstractVillager . target = myLivingEntity;
// AbstractVillager.teamColor as int
myAbstractVillager . teamColor
Return Type:
int
// AbstractVillager.teamColor() as int;
myAbstractVillager . teamColor();
Return Type:
int
// AbstractVillager.teleportTo(x as double, y as double, z as double);
myAbstractVillager . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// AbstractVillager.ticksFrozen as int
myAbstractVillager . ticksFrozen
Return Type:
int
// AbstractVillager.ticksFrozen() as int;
myAbstractVillager . ticksFrozen();
Return Type:
int
// AbstractVillager.ticksRequiredToFreeze as int
myAbstractVillager . ticksRequiredToFreeze
Return Type:
int
// AbstractVillager.ticksRequiredToFreeze() as int;
myAbstractVillager . ticksRequiredToFreeze();
Return Type:
int
// AbstractVillager.ticksUsingItem as int
myAbstractVillager . ticksUsingItem
Return Type:
int
// AbstractVillager.ticksUsingItem() as int;
myAbstractVillager . ticksUsingItem();
Return Type:
int
// AbstractVillager.tradingPlayer as Player myAbstractVillager . tradingPlayer
Return Type:
Player
// AbstractVillager.tradingPlayer = (player as Player ); myAbstractVillager . tradingPlayer = myPlayer;
// AbstractVillager.tradingPlayer(player as Player ); myAbstractVillager . tradingPlayer(myPlayer);
// AbstractVillager.tradingPlayer() as Player ; myAbstractVillager . tradingPlayer();
Return Type:
Player
// AbstractVillager.travel(vec as Vec3 ); myAbstractVillager . travel(myVec3);
// AbstractVillager.turn(yaw as double, pitch as double);
myAbstractVillager . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
// AbstractVillager.unhappyCounter as int
myAbstractVillager . unhappyCounter
Return Type:
int
// AbstractVillager.unhappyCounter = (unhappyCounter as int);
myAbstractVillager . unhappyCounter = myInt;
Parameters:
unhappyCounter: int
Type: int
// AbstractVillager.unhappyCounter() as int;
myAbstractVillager . unhappyCounter();
Return Type:
int
// AbstractVillager.unhappyCounter(unhappyCounter as int);
myAbstractVillager . unhappyCounter(myInt);
Parameters:
unhappyCounter: int
Type: int
// AbstractVillager.unRide();
myAbstractVillager . unRide();
Updates the custom NBT data for this Entity. // AbstractVillager.updateCustomData(data as MapData ); myAbstractVillager . updateCustomData({custom: "data" });
// AbstractVillager.updateCustomEntityTag(level as Level , player as Player , data as MapData ); myAbstractVillager . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // AbstractVillager.updateData(data as MapData ); myAbstractVillager . updateData({key: "value" });
myAbstractVillager . useItem
Return Type:
ItemStack
myAbstractVillager . useItem();
Return Type:
ItemStack
// AbstractVillager.useItemRemainingTicks as int
myAbstractVillager . useItemRemainingTicks
Return Type:
int
// AbstractVillager.useItemRemainingTicks() as int;
myAbstractVillager . useItemRemainingTicks();
Return Type:
int
// AbstractVillager.uuid as UUID
Return Type:
UUID
// AbstractVillager.uuid() as UUID;
myAbstractVillager . uuid();
Return Type:
UUID
// AbstractVillager.vehicle as Entity myAbstractVillager . vehicle
Return Type:
Entity
// AbstractVillager.vehicle() as Entity ; myAbstractVillager . vehicle();
Return Type:
Entity
// AbstractVillager.villagerXp as int
myAbstractVillager . villagerXp
Return Type:
int
// AbstractVillager.villagerXp() as int;
myAbstractVillager . villagerXp();
Return Type:
int
// AbstractVillager.voicePitch as float
myAbstractVillager . voicePitch
Return Type:
float
// AbstractVillager.voicePitch() as float;
myAbstractVillager . voicePitch();
Return Type:
float
// AbstractVillager.wantsToPickUp(stack as ItemStack ) as bool; myAbstractVillager . wantsToPickUp(myItemStack);
Return Type:
bool
// AbstractVillager.x as double
Return Type:
double
// AbstractVillager.x() as double;
Return Type:
double
// AbstractVillager.y as double
Return Type:
double
// AbstractVillager.y() as double;
Return Type:
double
// AbstractVillager.z as double
Return Type:
double
// AbstractVillager.z() as double;
Return Type:
double