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;
Entity extends CapabilityProvider <Entity >
.
Entity
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl <ICapabilityProviderImpl >
,ICapabilityProvider
Undocumented Interfaces IEntityExtension
, ICapabilitySerializable <CompoundTag >
, INBTSerializable <Tag >
// Entity.acceptsFailure as bool
Return Type:
bool
// Entity.acceptsFailure() as bool;
myEntity . acceptsFailure();
Return Type:
bool
// Entity.acceptsSuccess as bool
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 int
Return Type:
int
// Entity.airSupply() as int;
Return Type:
int
// Entity.allSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Entity.allSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Entity.alwaysAccepts as bool
Return Type:
bool
// Entity.alwaysAccepts() as bool;
myEntity . alwaysAccepts();
Return Type:
bool
// Entity.armorSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Entity.armorSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Entity.bbHeight as float
Return Type:
float
// Entity.bbHeight() as float;
Return Type:
float
// Entity.bbWidth as float
Return Type:
float
// Entity.bbWidth() as float;
Return Type:
float
// Entity.blockPosition as BlockPos
Return Type:
BlockPos
// Entity.blockPosition() as BlockPos;
myEntity . blockPosition();
Return Type:
BlockPos
// Entity.blockX() as int;
Return Type:
int
// Entity.blockY() as int;
Return Type:
int
// Entity.blockZ() as int;
Return Type:
int
// Entity.boundingBox as AABB
Return Type:
AABB
// Entity.boundingBox() as AABB;
Return Type:
AABB
// Entity.boundingBoxForCulling as AABB
myEntity . boundingBoxForCulling
Return Type:
AABB
// Entity.boundingBoxForCulling() as AABB;
myEntity . boundingBoxForCulling();
Return Type:
AABB
// Entity.canBeCollidedWith as bool
myEntity . canBeCollidedWith
Return Type:
bool
// Entity.canBeCollidedWith() as bool;
myEntity . canBeCollidedWith();
Return Type:
bool
// Entity.canCollideWith(other as Entity) as bool;
myEntity . canCollideWith(myEntity);
Return Type:
bool
// Entity.canFreeze as bool
Return Type:
bool
// Entity.canFreeze() as bool;
Return Type:
bool
// Entity.closerThan(other as Entity, distance as double) as bool;
myEntity . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// Entity.commandSenderWorld as Level
myEntity . commandSenderWorld
Return Type:
Level
// Entity.commandSenderWorld() as Level;
myEntity . commandSenderWorld();
Return Type:
Level
// Entity.controllingPassenger as Entity
myEntity . controllingPassenger
Return Type:
Entity
// Entity.controllingPassenger() as Entity;
myEntity . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // Entity.customData as MapData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// Entity.customData() as MapData;
Return Type:
MapData
// Entity.customName as Component
Return Type:
Component
// Entity.customName() as Component;
Return Type:
Component
// Entity.dampensVibrations as bool
myEntity . dampensVibrations
Return Type:
bool
// Entity.dampensVibrations() as bool;
myEntity . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // Entity.data as MapData
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// Entity.data() as MapData;
Return Type:
MapData
// Entity.deltaMovement as Vec3
Return Type:
Vec3
// Entity.deltaMovement = (deltaMovement as Vec3);
myEntity . deltaMovement = myVec3;
// Entity.deltaMovement() as Vec3;
myEntity . deltaMovement();
Return Type:
Vec3
// Entity.deltaMovement(deltaMovement as Vec3);
myEntity . deltaMovement(myVec3);
// Entity.dimensionChangingDelay as int
myEntity . dimensionChangingDelay
Return Type:
int
// Entity.dimensionChangingDelay() as int;
myEntity . dimensionChangingDelay();
Return Type:
int
// Entity.direction as Direction
Return Type:
Direction
// Entity.direction() as Direction;
Return Type:
Direction
// Entity.dismountsUnderwater as bool
myEntity . dismountsUnderwater
Return Type:
bool
// Entity.displayName as Component
Return Type:
Component
// Entity.displayName() as Component;
Return Type:
Component
// Entity.distanceTo(entity as Entity) as float;
myEntity . distanceTo(myEntity);
Return Type:
float
// 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.distanceToSqr(entity as Entity) as double;
myEntity . distanceToSqr(myEntity);
Return Type:
double
// Entity.distanceToSqr(vec as Vec3) as double;
myEntity . distanceToSqr(myVec3);
Return Type:
double
// Entity.ejectPassengers();
myEntity . ejectPassengers();
// Entity.eyeHeight as float
Return Type:
float
// Entity.eyeHeight() as float;
Return Type:
float
// Entity.eyePosition as Vec3
Return Type:
Vec3
// Entity.eyePosition() as Vec3;
Return Type:
Vec3
// Entity.eyeY() as double;
Return Type:
double
// Entity.feetBlockState as BlockState
Return Type:
BlockState
// Entity.feetBlockState() as BlockState;
myEntity . feetBlockState();
Return Type:
BlockState
// Entity.fireImmune as bool
Return Type:
bool
// Entity.fireImmune() as bool;
Return Type:
bool
// Entity.firstPassenger as Entity
Return Type:
Entity
// Entity.firstPassenger() as Entity;
myEntity . firstPassenger();
Return Type:
Entity
// Entity.fluidJumpThreshold as double
myEntity . fluidJumpThreshold
Return Type:
double
// Entity.fluidJumpThreshold() as double;
myEntity . fluidJumpThreshold();
Return Type:
double
// Entity.forward as Vec3
Return Type:
Vec3
// Entity.forward() as Vec3;
Return Type:
Vec3
Gets the capability for the given side. Returns : The found capability or null.
// Entity.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myEntity . getCapability < T>(Capabilities.ENERGY, <constant : minecraft:direction:north > );
Return Type:
T ?
Gets the capability. Returns : The found capability or null.
// Entity.getCapability<T>(cap as Capability<T>) as T?;
myEntity . getCapability < T>( Capabilities . ENERGY);
Return Type:
T ?
// Entity.getEyePosition(partialTicks as float) as Vec3;
myEntity . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Entity.getPosition(partialTicks as float) as Vec3;
myEntity . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Entity.getUpVector(partialTicks as float) as Vec3;
myEntity . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Entity.getViewVector(partialTicks as float) as Vec3;
myEntity . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Entity.getX(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Entity.getY(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Entity.getZ(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Entity.handSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Entity.handSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Entity.hasCustomName as bool
Return Type:
bool
// Entity.hasCustomName() as bool;
myEntity . hasCustomName();
Return Type:
bool
// Entity.hasExactlyOnePlayerPassenger as bool
myEntity . hasExactlyOnePlayerPassenger
Return Type:
bool
// Entity.hasExactlyOnePlayerPassenger() as bool;
myEntity . hasExactlyOnePlayerPassenger();
Return Type:
bool
// Entity.hasGlowingTag as bool
Return Type:
bool
// Entity.hasGlowingTag() as bool;
myEntity . hasGlowingTag();
Return Type:
bool
// Entity.hasIndirectPassenger(entity as Entity) as bool;
myEntity . hasIndirectPassenger(myEntity);
Return Type:
bool
// Entity.hasPassenger(entity as Entity) as bool;
myEntity . hasPassenger(myEntity);
Return Type:
bool
// Entity.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myEntity . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// Entity.hurt(source as DamageSource, amount as float) as bool;
myEntity . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// Entity.isAlive as bool
Return Type:
bool
// Entity.isAlive() as bool;
Return Type:
bool
// Entity.isAlwaysTicking as bool
Return Type:
bool
// Entity.isAlwaysTicking() as bool;
myEntity . isAlwaysTicking();
Return Type:
bool
// Entity.isAttackable as bool
Return Type:
bool
// Entity.isAttackable() as bool;
Return Type:
bool
// Entity.isColliding(pos as BlockPos, state as BlockState) as bool;
myEntity . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// Entity.isCrouching as bool
Return Type:
bool
// Entity.isCrouching() as bool;
Return Type:
bool
// Entity.isCurrentlyGlowing as bool
myEntity . isCurrentlyGlowing
Return Type:
bool
// Entity.isCurrentlyGlowing() as bool;
myEntity . isCurrentlyGlowing();
Return Type:
bool
// Entity.isCustomNameVisible as bool
myEntity . isCustomNameVisible
Return Type:
bool
// Entity.isCustomNameVisible() as bool;
myEntity . isCustomNameVisible();
Return Type:
bool
// Entity.isDescending as bool
Return Type:
bool
// Entity.isDescending() as bool;
Return Type:
bool
// Entity.isDiscrete as bool
Return Type:
bool
// Entity.isDiscrete() as bool;
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 bool
Return Type:
bool
// Entity.isFullyFrozen() as bool;
myEntity . isFullyFrozen();
Return Type:
bool
// Entity.isInLava as bool
Return Type:
bool
// Entity.isInLava() as bool;
Return Type:
bool
// Entity.isInvisible as bool
Return Type:
bool
// Entity.isInvisible() as bool;
Return Type:
bool
// Entity.isInvisibleTo(player as Player) as bool;
myEntity . isInvisibleTo(myPlayer);
Return Type:
bool
// Entity.isInvulnerable as bool
Return Type:
bool
// Entity.isInvulnerable() as bool;
myEntity . isInvulnerable();
Return Type:
bool
// Entity.isInvulnerableTo(source as DamageSource) as bool;
myEntity . isInvulnerableTo(myDamageSource);
Return Type:
bool
// Entity.isInWall as bool
Return Type:
bool
// Entity.isInWall() as bool;
Return Type:
bool
// Entity.isInWater as bool
Return Type:
bool
// Entity.isInWater() as bool;
Return Type:
bool
// Entity.isInWaterOrBubble as bool
myEntity . isInWaterOrBubble
Return Type:
bool
// Entity.isInWaterOrBubble() as bool;
myEntity . isInWaterOrBubble();
Return Type:
bool
// Entity.isInWaterOrRain as bool
Return Type:
bool
// Entity.isInWaterOrRain() as bool;
myEntity . isInWaterOrRain();
Return Type:
bool
// Entity.isInWaterRainOrBubble as bool
myEntity . isInWaterRainOrBubble
Return Type:
bool
// Entity.isInWaterRainOrBubble() as bool;
myEntity . isInWaterRainOrBubble();
Return Type:
bool
// Entity.isNoGravity as bool
Return Type:
bool
// Entity.isNoGravity() as bool;
Return Type:
bool
// Entity.isOnFire as bool
Return Type:
bool
// Entity.isOnFire() as bool;
Return Type:
bool
// Entity.isOnPortalCooldown as bool
myEntity . isOnPortalCooldown
Return Type:
bool
// Entity.isOnPortalCooldown() as bool;
myEntity . isOnPortalCooldown();
Return Type:
bool
// Entity.isPassenger as bool
Return Type:
bool
// Entity.isPassenger() as bool;
Return Type:
bool
// Entity.isPassengerOfSameVehicle(entity as Entity) as bool;
myEntity . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// Entity.isPickable as bool
Return Type:
bool
// Entity.isPickable() as bool;
Return Type:
bool
// Entity.isPushable as bool
Return Type:
bool
// Entity.isPushable() as bool;
Return Type:
bool
// Entity.isPushedByFluid as bool
Return Type:
bool
// Entity.isPushedByFluid() as bool;
myEntity . isPushedByFluid();
Return Type:
bool
// Entity.isRemoved as bool
Return Type:
bool
// Entity.isRemoved() as bool;
Return Type:
bool
// Entity.isShiftKeyDown as bool
Return Type:
bool
// Entity.isShiftKeyDown() as bool;
myEntity . isShiftKeyDown();
Return Type:
bool
// Entity.isSilent as bool
Return Type:
bool
// Entity.isSilent() as bool;
Return Type:
bool
// Entity.isSpectator as bool
Return Type:
bool
// Entity.isSpectator() as bool;
Return Type:
bool
// Entity.isSprinting as bool
Return Type:
bool
// Entity.isSprinting() as bool;
Return Type:
bool
// Entity.isSteppingCarefully as bool
myEntity . isSteppingCarefully
Return Type:
bool
// Entity.isSteppingCarefully() as bool;
myEntity . isSteppingCarefully();
Return Type:
bool
// Entity.isSuppressingBounce as bool
myEntity . isSuppressingBounce
Return Type:
bool
// Entity.isSuppressingBounce() as bool;
myEntity . isSuppressingBounce();
Return Type:
bool
// Entity.isSwimming as bool
Return Type:
bool
// Entity.isSwimming() as bool;
Return Type:
bool
// Entity.isUnderWater as bool
Return Type:
bool
// Entity.isUnderWater() as bool;
Return Type:
bool
// Entity.isVehicle as bool
Return Type:
bool
// Entity.isVehicle() as bool;
Return Type:
bool
// Entity.isVisuallyCrawling as bool
myEntity . isVisuallyCrawling
Return Type:
bool
// Entity.isVisuallyCrawling() as bool;
myEntity . isVisuallyCrawling();
Return Type:
bool
// Entity.isVisuallySwimming as bool
myEntity . isVisuallySwimming
Return Type:
bool
// Entity.isVisuallySwimming() as bool;
myEntity . isVisuallySwimming();
Return Type:
bool
// Entity.lookAngle as Vec3
Return Type:
Vec3
// Entity.lookAngle() as Vec3;
Return Type:
Vec3
// Entity.maxAirSupply as int
Return Type:
int
// Entity.maxAirSupply() as int;
Return Type:
int
// Entity.maxFallDistance as int
Return Type:
int
// Entity.maxFallDistance() as int;
myEntity . maxFallDistance();
Return Type:
int
// Entity.motionDirection as Direction
Return Type:
Direction
// Entity.motionDirection() as Direction;
myEntity . motionDirection();
Return Type:
Direction
// Entity.moveRelative(amount as float, relative as Vec3);
myEntity . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// Entity.moveTo(vec as Vec3);
// 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(pos as BlockPos, yaw as float, pitch as float);
myEntity . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// 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.name as Component
Return Type:
Component
// Entity.name() as Component;
Return Type:
Component
// Entity.onGround as bool
Return Type:
bool
// Entity.onPos as BlockPos
Return Type:
BlockPos
// Entity.onPos() as BlockPos;
Return Type:
BlockPos
// Entity.passengers as List<Entity>
Return Type:
List <Entity >
// Entity.passengers() as List<Entity>;
Return Type:
List <Entity >
// Entity.percentFrozen as float
Return Type:
float
// Entity.percentFrozen() as float;
myEntity . percentFrozen();
Return Type:
float
// Entity.pistonPushReaction as PushReaction
myEntity . pistonPushReaction
Return Type:
PushReaction
// Entity.pistonPushReaction() as PushReaction;
myEntity . pistonPushReaction();
Return Type:
PushReaction
// Entity.playSound(sound as SoundEvent, volume as float, pitch as float);
myEntity . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// Entity.portalWaitTime as int
Return Type:
int
// Entity.portalWaitTime() as int;
myEntity . portalWaitTime();
Return Type:
int
// Entity.position as Vec3
Return Type:
Vec3
// Entity.position() as Vec3;
Return Type:
Vec3
// Entity.positionRider(entity as Entity);
myEntity . positionRider(myEntity);
// Entity.remainingFireTicks as int
myEntity . 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.rootVehicle as Entity
Return Type:
Entity
// Entity.rootVehicle() as Entity;
Return Type:
Entity
// Entity.sendMessage(component as Component);
myEntity . sendMessage(myComponent);
// Entity.setAirSupply(air as int);
myEntity . setAirSupply(myInt);
// Entity.setCustomName(name as Component);
myEntity . setCustomName(myComponent);
// Entity.setCustomNameVisible(visible as bool);
myEntity . setCustomNameVisible(myBool);
// 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);
// 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
// Entity.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myEntity . setItemSlot(myEquipmentSlot, myItemStack);
// 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(position as Vec3);
// 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);
// Entity.setRemoved(var1 as RemovalReason);
myEntity . setRemoved(myRemovalReason);
// Entity.setSecondsOnFire(seconds as int);
myEntity . setSecondsOnFire(myInt);
// Entity.setShiftKeyDown(keyDown as bool);
myEntity . setShiftKeyDown(myBool);
// Entity.setSilent(silent as bool);
myEntity . setSilent(myBool);
// 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);
// Entity.shouldBeSaved as bool
Return Type:
bool
// Entity.shouldBeSaved() as bool;
myEntity . shouldBeSaved();
Return Type:
bool
// Entity.shouldInformAdmins as bool
myEntity . shouldInformAdmins
Return Type:
bool
// Entity.shouldInformAdmins() as bool;
myEntity . shouldInformAdmins();
Return Type:
bool
// Entity.shouldShowName as bool
Return Type:
bool
// Entity.shouldShowName() as bool;
myEntity . shouldShowName();
Return Type:
bool
// Entity.showVehicleHealth as bool
myEntity . showVehicleHealth
Return Type:
bool
// Entity.showVehicleHealth() as bool;
myEntity . showVehicleHealth();
Return Type:
bool
// Entity.soundSource as SoundSource
Return Type:
SoundSource
// Entity.soundSource() as SoundSource;
Return Type:
SoundSource
// Entity.startRiding(entity as Entity) as bool;
myEntity . startRiding(myEntity);
Return Type:
bool
// Entity.startRiding(entity as Entity, force as bool) as bool;
myEntity . startRiding(myEntity, myBool);
Return Type:
bool
// Entity.stringUUID as string
Return Type:
string
// Entity.stringUUID() as string;
Return Type:
string
// Entity.tags as Set<string>
Return Type:
Set <string >
// Entity.tags() as Set<string>;
Return Type:
Set <string >
// Entity.teamColor as int
Return Type:
int
// Entity.teamColor() as int;
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 int
Return Type:
int
// Entity.ticksFrozen() as int;
Return Type:
int
// Entity.ticksRequiredToFreeze as int
myEntity . 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
Updates the custom NBT data for this Entity. // Entity.updateCustomData(data as MapData);
myEntity . updateCustomData({custom: "data" });
// Entity.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myEntity . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // Entity.updateData(data as MapData);
myEntity . updateData({key: "value" });
// Entity.uuid() as UUID;
Return Type:
UUID
// Entity.vehicle as Entity
Return Type:
Entity
// Entity.vehicle() as Entity;
Return Type:
Entity