Entity
Importing the class
If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at the top of the file.
import crafttweaker.api.entity.Entity;
Extends
Entity extends CapabilityProvider<Entity>
.
Implements
Entity
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl<ICapabilityProviderImpl>
,ICapabilityProvider
Undocumented Interfaces
IEntityExtension
,ICapabilitySerializable<CompoundTag>
,INBTSerializable<Tag>
Members
// Entity.acceptsFailure as boolmyEntity.acceptsFailure
Return Type:
bool
// Entity.acceptsFailure() as bool;myEntity.acceptsFailure();
Return Type:
bool
// Entity.acceptsSuccess as boolmyEntity.acceptsSuccess
Return Type:
bool
// Entity.acceptsSuccess() as bool;myEntity.acceptsSuccess();
Return Type:
bool
// Entity.addTag(tagName as string) as bool;myEntity.addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Entity.airSupply as intmyEntity.airSupply
Return Type:
int
// Entity.airSupply() as int;myEntity.airSupply();
Return Type:
int
// Entity.alwaysAccepts as boolmyEntity.alwaysAccepts
Return Type:
bool
// Entity.alwaysAccepts() as bool;myEntity.alwaysAccepts();
Return Type:
bool
// Entity.bbHeight as floatmyEntity.bbHeight
Return Type:
float
// Entity.bbHeight() as float;myEntity.bbHeight();
Return Type:
float
// Entity.bbWidth as floatmyEntity.bbWidth
Return Type:
float
// Entity.bbWidth() as float;myEntity.bbWidth();
Return Type:
float
// Entity.blockX as intmyEntity.blockX
Return Type:
int
// Entity.blockX() as int;myEntity.blockX();
Return Type:
int
// Entity.blockY as intmyEntity.blockY
Return Type:
int
// Entity.blockY() as int;myEntity.blockY();
Return Type:
int
// Entity.blockZ as intmyEntity.blockZ
Return Type:
int
// Entity.blockZ() as int;myEntity.blockZ();
Return Type:
int
// Entity.canBeCollidedWith as boolmyEntity.canBeCollidedWith
Return Type:
bool
// Entity.canBeCollidedWith() as bool;myEntity.canBeCollidedWith();
Return Type:
bool
// Entity.canFreeze as boolmyEntity.canFreeze
Return Type:
bool
// Entity.canFreeze() as bool;myEntity.canFreeze();
Return Type:
bool
// Entity.clearFire();myEntity.clearFire();
// Entity.dampensVibrations as boolmyEntity.dampensVibrations
Return Type:
bool
// Entity.dampensVibrations() as bool;myEntity.dampensVibrations();
Return Type:
bool
// Entity.dimensionChangingDelay as intmyEntity.dimensionChangingDelay
Return Type:
int
// Entity.dimensionChangingDelay() as int;myEntity.dimensionChangingDelay();
Return Type:
int
// Entity.discard();myEntity.discard();
// Entity.dismountsUnderwater as boolmyEntity.dismountsUnderwater
Return Type:
bool
// Entity.distanceToSqr(x as double, y as double, z as double) as double;myEntity.distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// Entity.ejectPassengers();myEntity.ejectPassengers();
// Entity.eyeHeight as floatmyEntity.eyeHeight
Return Type:
float
// Entity.eyeHeight() as float;myEntity.eyeHeight();
Return Type:
float
// Entity.eyeY as doublemyEntity.eyeY
Return Type:
double
// Entity.eyeY() as double;myEntity.eyeY();
Return Type:
double
// Entity.feetBlockState as BlockStatemyEntity.feetBlockState
Return Type:
BlockState
// Entity.fireImmune as boolmyEntity.fireImmune
Return Type:
bool
// Entity.fireImmune() as bool;myEntity.fireImmune();
Return Type:
bool
// Entity.fluidJumpThreshold as doublemyEntity.fluidJumpThreshold
Return Type:
double
// Entity.fluidJumpThreshold() as double;myEntity.fluidJumpThreshold();
Return Type:
double
Returns: The found capability or null.
myEntity.getCapability<T>(Capabilities.ENERGY, <constant:minecraft:direction:north>);
Parameters:
Return Type:
T?
Returns: The found capability or null.
myEntity.getCapability<T>(Capabilities.ENERGY);
Parameters:
Return Type:
T?
// Entity.getX(scale as double) as double;myEntity.getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Entity.getY(scale as double) as double;myEntity.getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Entity.getZ(scale as double) as double;myEntity.getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Entity.hasCustomName as boolmyEntity.hasCustomName
Return Type:
bool
// Entity.hasCustomName() as bool;myEntity.hasCustomName();
Return Type:
bool
// Entity.hasExactlyOnePlayerPassenger as boolmyEntity.hasExactlyOnePlayerPassenger
Return Type:
bool
// Entity.hasExactlyOnePlayerPassenger() as bool;myEntity.hasExactlyOnePlayerPassenger();
Return Type:
bool
// Entity.hasGlowingTag as boolmyEntity.hasGlowingTag
Return Type:
bool
// Entity.hasGlowingTag() as bool;myEntity.hasGlowingTag();
Return Type:
bool
myEntity.hurt(myDamageSource, myFloat);
Parameters:
source: DamageSource
Type: DamageSource
amount: float
Type: float
Return Type:
bool
// Entity.id as intmyEntity.id
Return Type:
int
// Entity.id() as int;myEntity.id();
Return Type:
int
// Entity.isAlive as boolmyEntity.isAlive
Return Type:
bool
// Entity.isAlive() as bool;myEntity.isAlive();
Return Type:
bool
// Entity.isAlwaysTicking as boolmyEntity.isAlwaysTicking
Return Type:
bool
// Entity.isAlwaysTicking() as bool;myEntity.isAlwaysTicking();
Return Type:
bool
// Entity.isAttackable as boolmyEntity.isAttackable
Return Type:
bool
// Entity.isAttackable() as bool;myEntity.isAttackable();
Return Type:
bool
myEntity.isColliding(myBlockPos, myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// Entity.isCrouching as boolmyEntity.isCrouching
Return Type:
bool
// Entity.isCrouching() as bool;myEntity.isCrouching();
Return Type:
bool
// Entity.isCurrentlyGlowing as boolmyEntity.isCurrentlyGlowing
Return Type:
bool
// Entity.isCurrentlyGlowing() as bool;myEntity.isCurrentlyGlowing();
Return Type:
bool
// Entity.isCustomNameVisible as boolmyEntity.isCustomNameVisible
Return Type:
bool
// Entity.isCustomNameVisible() as bool;myEntity.isCustomNameVisible();
Return Type:
bool
// Entity.isDescending as boolmyEntity.isDescending
Return Type:
bool
// Entity.isDescending() as bool;myEntity.isDescending();
Return Type:
bool
// Entity.isDiscrete as boolmyEntity.isDiscrete
Return Type:
bool
// Entity.isDiscrete() as bool;myEntity.isDiscrete();
Return Type:
bool
// Entity.isFree(x as double, y as double, z as double) as bool;myEntity.isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// Entity.isFullyFrozen as boolmyEntity.isFullyFrozen
Return Type:
bool
// Entity.isFullyFrozen() as bool;myEntity.isFullyFrozen();
Return Type:
bool
// Entity.isInLava as boolmyEntity.isInLava
Return Type:
bool
// Entity.isInLava() as bool;myEntity.isInLava();
Return Type:
bool
// Entity.isInvisible as boolmyEntity.isInvisible
Return Type:
bool
// Entity.isInvisible() as bool;myEntity.isInvisible();
Return Type:
bool
// Entity.isInvulnerable as boolmyEntity.isInvulnerable
Return Type:
bool
// Entity.isInvulnerable() as bool;myEntity.isInvulnerable();
Return Type:
bool
myEntity.isInvulnerableTo(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// Entity.isInWall as boolmyEntity.isInWall
Return Type:
bool
// Entity.isInWall() as bool;myEntity.isInWall();
Return Type:
bool
// Entity.isInWater as boolmyEntity.isInWater
Return Type:
bool
// Entity.isInWater() as bool;myEntity.isInWater();
Return Type:
bool
// Entity.isInWaterOrBubble as boolmyEntity.isInWaterOrBubble
Return Type:
bool
// Entity.isInWaterOrBubble() as bool;myEntity.isInWaterOrBubble();
Return Type:
bool
// Entity.isInWaterOrRain as boolmyEntity.isInWaterOrRain
Return Type:
bool
// Entity.isInWaterOrRain() as bool;myEntity.isInWaterOrRain();
Return Type:
bool
// Entity.isInWaterRainOrBubble as boolmyEntity.isInWaterRainOrBubble
Return Type:
bool
// Entity.isInWaterRainOrBubble() as bool;myEntity.isInWaterRainOrBubble();
Return Type:
bool
// Entity.isNoGravity as boolmyEntity.isNoGravity
Return Type:
bool
// Entity.isNoGravity() as bool;myEntity.isNoGravity();
Return Type:
bool
// Entity.isOnFire as boolmyEntity.isOnFire
Return Type:
bool
// Entity.isOnFire() as bool;myEntity.isOnFire();
Return Type:
bool
// Entity.isOnPortalCooldown as boolmyEntity.isOnPortalCooldown
Return Type:
bool
// Entity.isOnPortalCooldown() as bool;myEntity.isOnPortalCooldown();
Return Type:
bool
// Entity.isPassenger as boolmyEntity.isPassenger
Return Type:
bool
// Entity.isPassenger() as bool;myEntity.isPassenger();
Return Type:
bool
// Entity.isPickable as boolmyEntity.isPickable
Return Type:
bool
// Entity.isPickable() as bool;myEntity.isPickable();
Return Type:
bool
// Entity.isPushable as boolmyEntity.isPushable
Return Type:
bool
// Entity.isPushable() as bool;myEntity.isPushable();
Return Type:
bool
// Entity.isPushedByFluid as boolmyEntity.isPushedByFluid
Return Type:
bool
// Entity.isPushedByFluid() as bool;myEntity.isPushedByFluid();
Return Type:
bool
// Entity.isRemoved as boolmyEntity.isRemoved
Return Type:
bool
// Entity.isRemoved() as bool;myEntity.isRemoved();
Return Type:
bool
// Entity.isShiftKeyDown as boolmyEntity.isShiftKeyDown
Return Type:
bool
// Entity.isShiftKeyDown() as bool;myEntity.isShiftKeyDown();
Return Type:
bool
// Entity.isSilent as boolmyEntity.isSilent
Return Type:
bool
// Entity.isSilent() as bool;myEntity.isSilent();
Return Type:
bool
// Entity.isSpectator as boolmyEntity.isSpectator
Return Type:
bool
// Entity.isSpectator() as bool;myEntity.isSpectator();
Return Type:
bool
// Entity.isSprinting as boolmyEntity.isSprinting
Return Type:
bool
// Entity.isSprinting() as bool;myEntity.isSprinting();
Return Type:
bool
// Entity.isSteppingCarefully as boolmyEntity.isSteppingCarefully
Return Type:
bool
// Entity.isSteppingCarefully() as bool;myEntity.isSteppingCarefully();
Return Type:
bool
// Entity.isSuppressingBounce as boolmyEntity.isSuppressingBounce
Return Type:
bool
// Entity.isSuppressingBounce() as bool;myEntity.isSuppressingBounce();
Return Type:
bool
// Entity.isSwimming as boolmyEntity.isSwimming
Return Type:
bool
// Entity.isSwimming() as bool;myEntity.isSwimming();
Return Type:
bool
// Entity.isUnderWater as boolmyEntity.isUnderWater
Return Type:
bool
// Entity.isUnderWater() as bool;myEntity.isUnderWater();
Return Type:
bool
// Entity.isVehicle as boolmyEntity.isVehicle
Return Type:
bool
// Entity.isVehicle() as bool;myEntity.isVehicle();
Return Type:
bool
// Entity.isVisuallyCrawling as boolmyEntity.isVisuallyCrawling
Return Type:
bool
// Entity.isVisuallyCrawling() as bool;myEntity.isVisuallyCrawling();
Return Type:
bool
// Entity.isVisuallySwimming as boolmyEntity.isVisuallySwimming
Return Type:
bool
// Entity.isVisuallySwimming() as bool;myEntity.isVisuallySwimming();
Return Type:
bool
// Entity.kill();myEntity.kill();
// Entity.lavaHurt();myEntity.lavaHurt();
// Entity.maxAirSupply as intmyEntity.maxAirSupply
Return Type:
int
// Entity.maxAirSupply() as int;myEntity.maxAirSupply();
Return Type:
int
// Entity.maxFallDistance as intmyEntity.maxFallDistance
Return Type:
int
// Entity.maxFallDistance() as int;myEntity.maxFallDistance();
Return Type:
int
// Entity.moveTo(x as double, y as double, z as double);myEntity.moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Entity.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myEntity.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
// Entity.onGround as boolmyEntity.onGround
Return Type:
bool
// Entity.percentFrozen as floatmyEntity.percentFrozen
Return Type:
float
// Entity.percentFrozen() as float;myEntity.percentFrozen();
Return Type:
float
// Entity.pistonPushReaction as PushReactionmyEntity.pistonPushReaction
Return Type:
PushReaction
myEntity.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
// Entity.portalWaitTime as intmyEntity.portalWaitTime
Return Type:
int
// Entity.portalWaitTime() as int;myEntity.portalWaitTime();
Return Type:
int
// Entity.registryName as ResourceLocationmyEntity.registryName
Return Type:
ResourceLocation
// Entity.remainingFireTicks as intmyEntity.remainingFireTicks
Return Type:
int
// Entity.remainingFireTicks() as int;myEntity.remainingFireTicks();
Return Type:
int
// Entity.removeTag(tagName as string) as bool;myEntity.removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Entity.removeVehicle();myEntity.removeVehicle();
// Entity.setAirSupply(air as int);myEntity.setAirSupply(myInt);
Parameters:
air: int
Type: int
// Entity.setCustomNameVisible(visible as bool);myEntity.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
// Entity.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myEntity.setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// Entity.setGlowingTag(glowing as bool);myEntity.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
// Entity.setInvisible(invisible as bool);myEntity.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// Entity.setInvulnerable(invulnerable as bool);myEntity.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// Entity.setIsInPowderSnow(inPowderSnow as bool);myEntity.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
myEntity.setItemSlot(myEquipmentSlot, myItemStack);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
// Entity.setNoGravity(noGravity as bool);myEntity.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// Entity.setOldPosAndRot();myEntity.setOldPosAndRot();
// Entity.setOnGround(onGround as bool);myEntity.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// Entity.setPortalCooldown();myEntity.setPortalCooldown();
// Entity.setPos(x as double, y as double, z as double);myEntity.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Entity.setPosRaw(x as double, y as double, z as double);myEntity.setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Entity.setRemainingFireTicks(ticks as int);myEntity.setRemainingFireTicks(myInt);
Parameters:
ticks: int
Type: int
myEntity.setRemoved(myRemovalReason);
Parameters:
var1: RemovalReason
Type: RemovalReason
// Entity.setSecondsOnFire(seconds as int);myEntity.setSecondsOnFire(myInt);
Parameters:
seconds: int
Type: int
// Entity.setShiftKeyDown(keyDown as bool);myEntity.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
// Entity.setSilent(silent as bool);myEntity.setSilent(myBool);
Parameters:
silent: bool
Type: bool
// Entity.setSprinting(sprinting as bool);myEntity.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// Entity.setSwimming(swimming as bool);myEntity.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// Entity.setTicksFrozen(ticks as int);myEntity.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
// Entity.shouldBeSaved as boolmyEntity.shouldBeSaved
Return Type:
bool
// Entity.shouldBeSaved() as bool;myEntity.shouldBeSaved();
Return Type:
bool
// Entity.shouldInformAdmins as boolmyEntity.shouldInformAdmins
Return Type:
bool
// Entity.shouldInformAdmins() as bool;myEntity.shouldInformAdmins();
Return Type:
bool
// Entity.shouldShowName as boolmyEntity.shouldShowName
Return Type:
bool
// Entity.shouldShowName() as bool;myEntity.shouldShowName();
Return Type:
bool
// Entity.showVehicleHealth as boolmyEntity.showVehicleHealth
Return Type:
bool
// Entity.showVehicleHealth() as bool;myEntity.showVehicleHealth();
Return Type:
bool
// Entity.soundSource as SoundSourcemyEntity.soundSource
Return Type:
SoundSource
// Entity.stopRiding();myEntity.stopRiding();
// Entity.stringUUID as stringmyEntity.stringUUID
Return Type:
string
// Entity.stringUUID() as string;myEntity.stringUUID();
Return Type:
string
// Entity.tags as Set<string>myEntity.tags
Return Type:
Set<string>
// Entity.tags() as Set<string>;myEntity.tags();
Return Type:
Set<string>
// Entity.teamColor as intmyEntity.teamColor
Return Type:
int
// Entity.teamColor() as int;myEntity.teamColor();
Return Type:
int
// Entity.teleportTo(x as double, y as double, z as double);myEntity.teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Entity.ticksFrozen as intmyEntity.ticksFrozen
Return Type:
int
// Entity.ticksFrozen() as int;myEntity.ticksFrozen();
Return Type:
int
// Entity.ticksRequiredToFreeze as intmyEntity.ticksRequiredToFreeze
Return Type:
int
// Entity.ticksRequiredToFreeze() as int;myEntity.ticksRequiredToFreeze();
Return Type:
int
// Entity.turn(yaw as double, pitch as double);myEntity.turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
myEntity.type
Return Type:
EntityType<Entity>
// Entity.unRide();myEntity.unRide();
// Entity.uuid as UUIDmyEntity.uuid
Return Type:
UUID
// Entity.uuid() as UUID;myEntity.uuid();
Return Type:
UUID
// Entity.x as doublemyEntity.x
Return Type:
double
// Entity.x() as double;myEntity.x();
Return Type:
double
// Entity.y as doublemyEntity.y
Return Type:
double
// Entity.y() as double;myEntity.y();
Return Type:
double
// Entity.z as doublemyEntity.z
Return Type:
double
// Entity.z() as double;myEntity.z();
Return Type:
double