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 . LivingEntity;
LivingEntity extends Entity
.
LivingEntity
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl <ICapabilityProviderImpl >
,ICapabilityProvider
Undocumented Interfaces Attackable
, ILivingEntityExtension
, IEntityExtension
, ICapabilitySerializable <CompoundTag >
, INBTSerializable <Tag >
// LivingEntity.absorptionAmount as float
myLivingEntity . absorptionAmount
Return Type:
float
// LivingEntity.absorptionAmount() as float;
myLivingEntity . absorptionAmount();
Return Type:
float
// LivingEntity.acceptsFailure as bool
myLivingEntity . acceptsFailure
Return Type:
bool
// LivingEntity.acceptsFailure() as bool;
myLivingEntity . acceptsFailure();
Return Type:
bool
// LivingEntity.acceptsSuccess as bool
myLivingEntity . acceptsSuccess
Return Type:
bool
// LivingEntity.acceptsSuccess() as bool;
myLivingEntity . acceptsSuccess();
Return Type:
bool
// LivingEntity.activeEffects() as Collection<MobEffectInstance>;
myLivingEntity . activeEffects();
Return Type:
Collection <MobEffectInstance >
// LivingEntity.activeEFfectsMap as MobEffectInstance[MobEffect]
myLivingEntity . activeEFfectsMap
Return Type:
MobEffectInstance [MobEffect ]
// LivingEntity.activeEFfectsMap() as MobEffectInstance[MobEffect];
myLivingEntity . activeEFfectsMap();
Return Type:
MobEffectInstance [MobEffect ]
// LivingEntity.addEffect(effectInstance as MobEffectInstance) as bool;
myLivingEntity . addEffect(myMobEffectInstance);
Return Type:
bool
// LivingEntity.addEffect(effectInstance as MobEffectInstance, entity as Entity) as bool;
myLivingEntity . addEffect(myMobEffectInstance, myEntity);
Return Type:
bool
// LivingEntity.addTag(tagName as string) as bool;
myLivingEntity . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// LivingEntity.airSupply as int
Return Type:
int
// LivingEntity.airSupply() as int;
myLivingEntity . airSupply();
Return Type:
int
// LivingEntity.allSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// LivingEntity.allSlots() as Iterable<ItemStack>;
myLivingEntity . allSlots();
Return Type:
Iterable <ItemStack >
// LivingEntity.alwaysAccepts as bool
myLivingEntity . alwaysAccepts
Return Type:
bool
// LivingEntity.alwaysAccepts() as bool;
myLivingEntity . alwaysAccepts();
Return Type:
bool
// LivingEntity.armorCoverPercentage as float
myLivingEntity . armorCoverPercentage
Return Type:
float
// LivingEntity.armorCoverPercentage() as float;
myLivingEntity . armorCoverPercentage();
Return Type:
float
// LivingEntity.armorSlots as Iterable<ItemStack>
myLivingEntity . armorSlots
Return Type:
Iterable <ItemStack >
// LivingEntity.armorSlots() as Iterable<ItemStack>;
myLivingEntity . armorSlots();
Return Type:
Iterable <ItemStack >
// LivingEntity.armorValue as int
myLivingEntity . armorValue
Return Type:
int
// LivingEntity.armorValue() as int;
myLivingEntity . armorValue();
Return Type:
int
// LivingEntity.arrowCount as int
myLivingEntity . arrowCount
Return Type:
int
// LivingEntity.arrowCount() as int;
myLivingEntity . arrowCount();
Return Type:
int
// LivingEntity.attackable as bool
myLivingEntity . attackable
Return Type:
bool
// LivingEntity.attackable() as bool;
myLivingEntity . attackable();
Return Type:
bool
// LivingEntity.bbHeight as float
Return Type:
float
// LivingEntity.bbHeight() as float;
myLivingEntity . bbHeight();
Return Type:
float
// LivingEntity.bbWidth as float
Return Type:
float
// LivingEntity.bbWidth() as float;
myLivingEntity . bbWidth();
Return Type:
float
// LivingEntity.bedOrientation as Direction
myLivingEntity . bedOrientation
Return Type:
Direction
// LivingEntity.bedOrientation() as Direction;
myLivingEntity . bedOrientation();
Return Type:
Direction
// LivingEntity.blockPosiion as BlockPos
myLivingEntity . blockPosiion
Return Type:
BlockPos
// LivingEntity.blockPosiion() as BlockPos;
myLivingEntity . blockPosiion();
Return Type:
BlockPos
// LivingEntity.blockPosition as BlockPos
myLivingEntity . blockPosition
Return Type:
BlockPos
// LivingEntity.blockPosition() as BlockPos;
myLivingEntity . blockPosition();
Return Type:
BlockPos
// LivingEntity.blockX as int
Return Type:
int
// LivingEntity.blockX() as int;
Return Type:
int
// LivingEntity.blockY as int
Return Type:
int
// LivingEntity.blockY() as int;
Return Type:
int
// LivingEntity.blockZ as int
Return Type:
int
// LivingEntity.blockZ() as int;
Return Type:
int
// LivingEntity.boundingBox as AABB
myLivingEntity . boundingBox
Return Type:
AABB
// LivingEntity.boundingBox() as AABB;
myLivingEntity . boundingBox();
Return Type:
AABB
// LivingEntity.boundingBoxForCulling as AABB
myLivingEntity . boundingBoxForCulling
Return Type:
AABB
// LivingEntity.boundingBoxForCulling() as AABB;
myLivingEntity . boundingBoxForCulling();
Return Type:
AABB
// LivingEntity.canAttack(target as LivingEntity) as bool;
myLivingEntity . canAttack(myLivingEntity);
Return Type:
bool
// LivingEntity.canBeAffected(effectInstance as MobEffectInstance) as bool;
myLivingEntity . canBeAffected(myMobEffectInstance);
Return Type:
bool
// LivingEntity.canBeCollidedWith as bool
myLivingEntity . canBeCollidedWith
Return Type:
bool
// LivingEntity.canBeCollidedWith() as bool;
myLivingEntity . canBeCollidedWith();
Return Type:
bool
// LivingEntity.canBeSeenAsEnemy as bool
myLivingEntity . canBeSeenAsEnemy
Return Type:
bool
// LivingEntity.canBeSeenAsEnemy() as bool;
myLivingEntity . canBeSeenAsEnemy();
Return Type:
bool
// LivingEntity.canBeSeenByAnyone as bool
myLivingEntity . canBeSeenByAnyone
Return Type:
bool
// LivingEntity.canBeSeenByAnyone() as bool;
myLivingEntity . canBeSeenByAnyone();
Return Type:
bool
// LivingEntity.canBreatheUnderwater as bool
myLivingEntity . canBreatheUnderwater
Return Type:
bool
// LivingEntity.canBreatheUnderwater as bool
myLivingEntity . canBreatheUnderwater
Return Type:
bool
// LivingEntity.canBreatheUnderwater() as bool;
myLivingEntity . canBreatheUnderwater();
Return Type:
bool
// LivingEntity.canBreatheUnderwater() as bool;
myLivingEntity . canBreatheUnderwater();
Return Type:
bool
// LivingEntity.canCollideWith(other as Entity) as bool;
myLivingEntity . canCollideWith(myEntity);
Return Type:
bool
// LivingEntity.canFreeze as bool
Return Type:
bool
// LivingEntity.canFreeze() as bool;
myLivingEntity . canFreeze();
Return Type:
bool
// LivingEntity.canStandOnFluid(fluid as Fluid) as bool;
myLivingEntity . canStandOnFluid(myFluid);
Return Type:
bool
// LivingEntity.canTakeItem(stack as ItemStack) as bool;
myLivingEntity . canTakeItem(myItemStack);
Return Type:
bool
// LivingEntity.clearFire();
myLivingEntity . clearFire();
// LivingEntity.clearSleepingPos();
myLivingEntity . clearSleepingPos();
// LivingEntity.closerThan(other as Entity, distance as double) as bool;
myLivingEntity . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// LivingEntity.commandSenderWorld as Level
myLivingEntity . commandSenderWorld
Return Type:
Level
// LivingEntity.commandSenderWorld() as Level;
myLivingEntity . commandSenderWorld();
Return Type:
Level
// LivingEntity.controllingPassenger as Entity
myLivingEntity . controllingPassenger
Return Type:
Entity
// LivingEntity.controllingPassenger() as Entity;
myLivingEntity . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // LivingEntity.customData as MapData
myLivingEntity . customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// LivingEntity.customData() as MapData;
myLivingEntity . customData();
Return Type:
MapData
// LivingEntity.customName as Component
myLivingEntity . customName
Return Type:
Component
// LivingEntity.customName as Component
myLivingEntity . customName
Return Type:
Component
// LivingEntity.customName() as Component;
myLivingEntity . customName();
Return Type:
Component
// LivingEntity.customName() as Component;
myLivingEntity . customName();
Return Type:
Component
// LivingEntity.dampensVibrations as bool
myLivingEntity . dampensVibrations
Return Type:
bool
// LivingEntity.dampensVibrations() as bool;
myLivingEntity . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // LivingEntity.data as MapData
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// LivingEntity.data() as MapData;
Return Type:
MapData
// LivingEntity.deltaMovement as Vec3
myLivingEntity . deltaMovement
Return Type:
Vec3
// LivingEntity.deltaMovement = (deltaMovement as Vec3);
myLivingEntity . deltaMovement = myVec3;
// LivingEntity.deltaMovement() as Vec3;
myLivingEntity . deltaMovement();
Return Type:
Vec3
// LivingEntity.deltaMovement(deltaMovement as Vec3);
myLivingEntity . deltaMovement(myVec3);
// LivingEntity.die(source as DamageSource);
myLivingEntity . die(myDamageSource);
// LivingEntity.dimensionChangingDelay as int
myLivingEntity . dimensionChangingDelay
Return Type:
int
// LivingEntity.dimensionChangingDelay() as int;
myLivingEntity . dimensionChangingDelay();
Return Type:
int
// LivingEntity.direction as Direction
Return Type:
Direction
// LivingEntity.direction() as Direction;
myLivingEntity . direction();
Return Type:
Direction
// LivingEntity.discard();
myLivingEntity . discard();
// LivingEntity.dismountsUnderwater as bool
myLivingEntity . dismountsUnderwater
Return Type:
bool
// LivingEntity.displayName as Component
myLivingEntity . displayName
Return Type:
Component
// LivingEntity.displayName as Component
myLivingEntity . displayName
Return Type:
Component
// LivingEntity.displayName() as Component;
myLivingEntity . displayName();
Return Type:
Component
// LivingEntity.displayName() as Component;
myLivingEntity . displayName();
Return Type:
Component
// LivingEntity.distanceTo(entity as Entity) as float;
myLivingEntity . distanceTo(myEntity);
Return Type:
float
// LivingEntity.distanceToSqr(x as double, y as double, z as double) as double;
myLivingEntity . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// LivingEntity.distanceToSqr(entity as Entity) as double;
myLivingEntity . distanceToSqr(myEntity);
Return Type:
double
// LivingEntity.distanceToSqr(vec as Vec3) as double;
myLivingEntity . distanceToSqr(myVec3);
Return Type:
double
// LivingEntity.doHurtTarget(entity as Entity) as bool;
myLivingEntity . doHurtTarget(myEntity);
Return Type:
bool
// LivingEntity.eat(level as Level, stack as ItemStack) as ItemStack;
myLivingEntity . eat(myLevel, myItemStack);
Return Type:
ItemStack
// LivingEntity.ejectPassengers();
myLivingEntity . ejectPassengers();
// LivingEntity.eyeHeight as float
Return Type:
float
// LivingEntity.eyeHeight() as float;
myLivingEntity . eyeHeight();
Return Type:
float
// LivingEntity.eyePosition as Vec3
myLivingEntity . eyePosition
Return Type:
Vec3
// LivingEntity.eyePosition() as Vec3;
myLivingEntity . eyePosition();
Return Type:
Vec3
// LivingEntity.eyeY as double
Return Type:
double
// LivingEntity.eyeY() as double;
Return Type:
double
// LivingEntity.fallFlyingTicks as int
myLivingEntity . fallFlyingTicks
Return Type:
int
// LivingEntity.fallFlyingTicks() as int;
myLivingEntity . fallFlyingTicks();
Return Type:
int
// LivingEntity.feetBlockState as BlockState
myLivingEntity . feetBlockState
Return Type:
BlockState
// LivingEntity.feetBlockState() as BlockState;
myLivingEntity . feetBlockState();
Return Type:
BlockState
// LivingEntity.fireImmune as bool
myLivingEntity . fireImmune
Return Type:
bool
// LivingEntity.fireImmune() as bool;
myLivingEntity . fireImmune();
Return Type:
bool
// LivingEntity.firstPassenger as Entity
myLivingEntity . firstPassenger
Return Type:
Entity
// LivingEntity.firstPassenger() as Entity;
myLivingEntity . firstPassenger();
Return Type:
Entity
// LivingEntity.fluidJumpThreshold as double
myLivingEntity . fluidJumpThreshold
Return Type:
double
// LivingEntity.fluidJumpThreshold() as double;
myLivingEntity . fluidJumpThreshold();
Return Type:
double
// LivingEntity.forceAddEffect(effectInstance as MobEffectInstance, entity as Entity);
myLivingEntity . forceAddEffect(myMobEffectInstance, myEntity);
// LivingEntity.forward as Vec3
Return Type:
Vec3
// LivingEntity.forward() as Vec3;
myLivingEntity . forward();
Return Type:
Vec3
// LivingEntity.getAttribute(attribute as Attribute) as AttributeInstance;
myLivingEntity . getAttribute(myAttribute);
Return Type:
AttributeInstance
// LivingEntity.getAttributeBaseValue(attribute as Attribute) as double;
myLivingEntity . getAttributeBaseValue(myAttribute);
Return Type:
double
// LivingEntity.getAttributeValue(attribute as Attribute) as double;
myLivingEntity . getAttributeValue(myAttribute);
Return Type:
double
Gets the capability for the given side. Returns : The found capability or null.
// LivingEntity.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myLivingEntity . getCapability < T>(Capabilities.ENERGY, <constant : minecraft:direction:north > );
Return Type:
T ?
Gets the capability. Returns : The found capability or null.
// LivingEntity.getCapability<T>(cap as Capability<T>) as T?;
myLivingEntity . getCapability < T>( Capabilities . ENERGY);
Return Type:
T ?
// LivingEntity.getEffect(effect as MobEffect) as MobEffectInstance;
myLivingEntity . getEffect(myMobEffect);
Return Type:
MobEffectInstance
// LivingEntity.getEyePosition(partialTicks as float) as Vec3;
myLivingEntity . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// LivingEntity.getItemBySlot(slot as EquipmentSlot) as ItemStack;
myLivingEntity . getItemBySlot(myEquipmentSlot);
Return Type:
ItemStack
// LivingEntity.getItemInHand(hand as InteractionHand) as ItemStack;
myLivingEntity . getItemInHand(myInteractionHand);
Return Type:
ItemStack
// LivingEntity.getPosition(partialTicks as float) as Vec3;
myLivingEntity . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// LivingEntity.getSwimAmount(partialTicks as float) as float;
myLivingEntity . getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
float
// LivingEntity.getUpVector(partialTicks as float) as Vec3;
myLivingEntity . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// LivingEntity.getViewVector(partialTicks as float) as Vec3;
myLivingEntity . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// LivingEntity.getVisibilityPercent(lookingEntity as Entity) as double;
myLivingEntity . getVisibilityPercent(myEntity);
Return Type:
double
// LivingEntity.getX(scale as double) as double;
myLivingEntity . getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// LivingEntity.getY(scale as double) as double;
myLivingEntity . getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// LivingEntity.getZ(scale as double) as double;
myLivingEntity . getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// LivingEntity.handSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// LivingEntity.handSlots() as Iterable<ItemStack>;
myLivingEntity . handSlots();
Return Type:
Iterable <ItemStack >
// LivingEntity.hasCustomName as bool
myLivingEntity . hasCustomName
Return Type:
bool
// LivingEntity.hasCustomName as bool
myLivingEntity . hasCustomName
Return Type:
bool
// LivingEntity.hasCustomName() as bool;
myLivingEntity . hasCustomName();
Return Type:
bool
// LivingEntity.hasCustomName() as bool;
myLivingEntity . hasCustomName();
Return Type:
bool
// LivingEntity.hasEffect(effect as MobEffect) as bool;
myLivingEntity . hasEffect(myMobEffect);
Return Type:
bool
// LivingEntity.hasExactlyOnePlayerPassenger as bool
myLivingEntity . hasExactlyOnePlayerPassenger
Return Type:
bool
// LivingEntity.hasExactlyOnePlayerPassenger() as bool;
myLivingEntity . hasExactlyOnePlayerPassenger();
Return Type:
bool
// LivingEntity.hasGlowingTag as bool
myLivingEntity . hasGlowingTag
Return Type:
bool
// LivingEntity.hasGlowingTag() as bool;
myLivingEntity . hasGlowingTag();
Return Type:
bool
// LivingEntity.hasIndirectPassenger(entity as Entity) as bool;
myLivingEntity . hasIndirectPassenger(myEntity);
Return Type:
bool
// LivingEntity.hasItemInSlot(slot as EquipmentSlot) as bool;
myLivingEntity . hasItemInSlot(myEquipmentSlot);
Return Type:
bool
// LivingEntity.hasLineOfSight(entity as Entity) as bool;
myLivingEntity . hasLineOfSight(myEntity);
Return Type:
bool
// LivingEntity.hasPassenger(entity as Entity) as bool;
myLivingEntity . hasPassenger(myEntity);
Return Type:
bool
// LivingEntity.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myLivingEntity . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// LivingEntity.heal(amount as float);
myLivingEntity . heal(myFloat);
Parameters:
amount: float
Type: float
// LivingEntity.health as float
Return Type:
float
// LivingEntity.health() as float;
Return Type:
float
// LivingEntity.hurt(source as DamageSource, amount as float) as bool;
myLivingEntity . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// LivingEntity.id as int
Return Type:
int
// LivingEntity.id() as int;
Return Type:
int
// LivingEntity.isAffectedByPotions as bool
myLivingEntity . isAffectedByPotions
Return Type:
bool
// LivingEntity.isAffectedByPotions() as bool;
myLivingEntity . isAffectedByPotions();
Return Type:
bool
// LivingEntity.isAlive as bool
Return Type:
bool
// LivingEntity.isAlive() as bool;
myLivingEntity . isAlive();
Return Type:
bool
// LivingEntity.isAlwaysTicking as bool
myLivingEntity . isAlwaysTicking
Return Type:
bool
// LivingEntity.isAlwaysTicking() as bool;
myLivingEntity . isAlwaysTicking();
Return Type:
bool
// LivingEntity.isAttackable as bool
myLivingEntity . isAttackable
Return Type:
bool
// LivingEntity.isAttackable() as bool;
myLivingEntity . isAttackable();
Return Type:
bool
// LivingEntity.isAutoSpinAttack as bool
myLivingEntity . isAutoSpinAttack
Return Type:
bool
// LivingEntity.isAutoSpinAttack() as bool;
myLivingEntity . isAutoSpinAttack();
Return Type:
bool
// LivingEntity.isBaby as bool
Return Type:
bool
// LivingEntity.isBaby() as bool;
Return Type:
bool
// LivingEntity.isBlocking as bool
myLivingEntity . isBlocking
Return Type:
bool
// LivingEntity.isBlocking() as bool;
myLivingEntity . isBlocking();
Return Type:
bool
// LivingEntity.isColliding(pos as BlockPos, state as BlockState) as bool;
myLivingEntity . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// LivingEntity.isCrouching as bool
myLivingEntity . isCrouching
Return Type:
bool
// LivingEntity.isCrouching() as bool;
myLivingEntity . isCrouching();
Return Type:
bool
// LivingEntity.isCurrentlyGlowing as bool
myLivingEntity . isCurrentlyGlowing
Return Type:
bool
// LivingEntity.isCurrentlyGlowing() as bool;
myLivingEntity . isCurrentlyGlowing();
Return Type:
bool
// LivingEntity.isCustomNameVisible as bool
myLivingEntity . isCustomNameVisible
Return Type:
bool
// LivingEntity.isCustomNameVisible() as bool;
myLivingEntity . isCustomNameVisible();
Return Type:
bool
// LivingEntity.isDamageSourceBlocked(source as DamageSource) as bool;
myLivingEntity . isDamageSourceBlocked(myDamageSource);
Return Type:
bool
// LivingEntity.isDeadOrDying as bool
myLivingEntity . isDeadOrDying
Return Type:
bool
// LivingEntity.isDeadOrDying() as bool;
myLivingEntity . isDeadOrDying();
Return Type:
bool
// LivingEntity.isDescending as bool
myLivingEntity . isDescending
Return Type:
bool
// LivingEntity.isDescending() as bool;
myLivingEntity . isDescending();
Return Type:
bool
// LivingEntity.isDiscrete as bool
myLivingEntity . isDiscrete
Return Type:
bool
// LivingEntity.isDiscrete() as bool;
myLivingEntity . isDiscrete();
Return Type:
bool
// LivingEntity.isFallFlying as bool
myLivingEntity . isFallFlying
Return Type:
bool
// LivingEntity.isFallFlying() as bool;
myLivingEntity . isFallFlying();
Return Type:
bool
// LivingEntity.isFree(x as double, y as double, z as double) as bool;
myLivingEntity . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// LivingEntity.isFullyFrozen as bool
myLivingEntity . isFullyFrozen
Return Type:
bool
// LivingEntity.isFullyFrozen() as bool;
myLivingEntity . isFullyFrozen();
Return Type:
bool
// LivingEntity.isHolding(item as Item) as bool;
myLivingEntity . isHolding(myItem);
Return Type:
bool
// LivingEntity.isHolding(predicate as function(t as ItemStack) as bool) as bool;
myLivingEntity . isHolding(myPredicate);
Return Type:
bool
// LivingEntity.isInLava as bool
Return Type:
bool
// LivingEntity.isInLava() as bool;
myLivingEntity . isInLava();
Return Type:
bool
// LivingEntity.isInvertedHealAndHarm as bool
myLivingEntity . isInvertedHealAndHarm
Return Type:
bool
// LivingEntity.isInvertedHealAndHarm() as bool;
myLivingEntity . isInvertedHealAndHarm();
Return Type:
bool
// LivingEntity.isInvisible as bool
myLivingEntity . isInvisible
Return Type:
bool
// LivingEntity.isInvisible() as bool;
myLivingEntity . isInvisible();
Return Type:
bool
// LivingEntity.isInvisibleTo(player as Player) as bool;
myLivingEntity . isInvisibleTo(myPlayer);
Return Type:
bool
// LivingEntity.isInvulnerable as bool
myLivingEntity . isInvulnerable
Return Type:
bool
// LivingEntity.isInvulnerable() as bool;
myLivingEntity . isInvulnerable();
Return Type:
bool
// LivingEntity.isInvulnerableTo(source as DamageSource) as bool;
myLivingEntity . isInvulnerableTo(myDamageSource);
Return Type:
bool
// LivingEntity.isInWall as bool
Return Type:
bool
// LivingEntity.isInWall() as bool;
myLivingEntity . isInWall();
Return Type:
bool
// LivingEntity.isInWater as bool
Return Type:
bool
// LivingEntity.isInWater() as bool;
myLivingEntity . isInWater();
Return Type:
bool
// LivingEntity.isInWaterOrBubble as bool
myLivingEntity . isInWaterOrBubble
Return Type:
bool
// LivingEntity.isInWaterOrBubble() as bool;
myLivingEntity . isInWaterOrBubble();
Return Type:
bool
// LivingEntity.isInWaterOrRain as bool
myLivingEntity . isInWaterOrRain
Return Type:
bool
// LivingEntity.isInWaterOrRain() as bool;
myLivingEntity . isInWaterOrRain();
Return Type:
bool
// LivingEntity.isInWaterRainOrBubble as bool
myLivingEntity . isInWaterRainOrBubble
Return Type:
bool
// LivingEntity.isInWaterRainOrBubble() as bool;
myLivingEntity . isInWaterRainOrBubble();
Return Type:
bool
// LivingEntity.isNoGravity as bool
myLivingEntity . isNoGravity
Return Type:
bool
// LivingEntity.isNoGravity() as bool;
myLivingEntity . isNoGravity();
Return Type:
bool
// LivingEntity.isOnFire as bool
Return Type:
bool
// LivingEntity.isOnFire() as bool;
myLivingEntity . isOnFire();
Return Type:
bool
// LivingEntity.isOnPortalCooldown as bool
myLivingEntity . isOnPortalCooldown
Return Type:
bool
// LivingEntity.isOnPortalCooldown() as bool;
myLivingEntity . isOnPortalCooldown();
Return Type:
bool
// LivingEntity.isPassenger as bool
myLivingEntity . isPassenger
Return Type:
bool
// LivingEntity.isPassenger() as bool;
myLivingEntity . isPassenger();
Return Type:
bool
// LivingEntity.isPassengerOfSameVehicle(entity as Entity) as bool;
myLivingEntity . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// LivingEntity.isPickable as bool
myLivingEntity . isPickable
Return Type:
bool
// LivingEntity.isPickable() as bool;
myLivingEntity . isPickable();
Return Type:
bool
// LivingEntity.isPushable as bool
myLivingEntity . isPushable
Return Type:
bool
// LivingEntity.isPushable() as bool;
myLivingEntity . isPushable();
Return Type:
bool
// LivingEntity.isPushedByFluid as bool
myLivingEntity . isPushedByFluid
Return Type:
bool
// LivingEntity.isPushedByFluid() as bool;
myLivingEntity . isPushedByFluid();
Return Type:
bool
// LivingEntity.isRemoved as bool
Return Type:
bool
// LivingEntity.isRemoved() as bool;
myLivingEntity . isRemoved();
Return Type:
bool
// LivingEntity.isSensitiveToWater as bool
myLivingEntity . isSensitiveToWater
Return Type:
bool
// LivingEntity.isSensitiveToWater() as bool;
myLivingEntity . isSensitiveToWater();
Return Type:
bool
// LivingEntity.isShiftKeyDown as bool
myLivingEntity . isShiftKeyDown
Return Type:
bool
// LivingEntity.isShiftKeyDown() as bool;
myLivingEntity . isShiftKeyDown();
Return Type:
bool
// LivingEntity.isSilent as bool
Return Type:
bool
// LivingEntity.isSilent() as bool;
myLivingEntity . isSilent();
Return Type:
bool
// LivingEntity.isSleeping as bool
myLivingEntity . isSleeping
Return Type:
bool
// LivingEntity.isSleeping() as bool;
myLivingEntity . isSleeping();
Return Type:
bool
// LivingEntity.isSpectator as bool
myLivingEntity . isSpectator
Return Type:
bool
// LivingEntity.isSpectator() as bool;
myLivingEntity . isSpectator();
Return Type:
bool
// LivingEntity.isSprinting as bool
myLivingEntity . isSprinting
Return Type:
bool
// LivingEntity.isSprinting() as bool;
myLivingEntity . isSprinting();
Return Type:
bool
// LivingEntity.isSteppingCarefully as bool
myLivingEntity . isSteppingCarefully
Return Type:
bool
// LivingEntity.isSteppingCarefully() as bool;
myLivingEntity . isSteppingCarefully();
Return Type:
bool
// LivingEntity.isSuppressingBounce as bool
myLivingEntity . isSuppressingBounce
Return Type:
bool
// LivingEntity.isSuppressingBounce() as bool;
myLivingEntity . isSuppressingBounce();
Return Type:
bool
// LivingEntity.isSuppressingSlidingDownLadder as bool
myLivingEntity . isSuppressingSlidingDownLadder
Return Type:
bool
// LivingEntity.isSuppressingSlidingDownLadder() as bool;
myLivingEntity . isSuppressingSlidingDownLadder();
Return Type:
bool
// LivingEntity.isSwimming as bool
myLivingEntity . isSwimming
Return Type:
bool
// LivingEntity.isSwimming() as bool;
myLivingEntity . isSwimming();
Return Type:
bool
// LivingEntity.isUnderWater as bool
myLivingEntity . isUnderWater
Return Type:
bool
// LivingEntity.isUnderWater() as bool;
myLivingEntity . isUnderWater();
Return Type:
bool
// LivingEntity.isUsingItem as bool
myLivingEntity . isUsingItem
Return Type:
bool
// LivingEntity.isUsingItem() as bool;
myLivingEntity . isUsingItem();
Return Type:
bool
// LivingEntity.isVehicle as bool
Return Type:
bool
// LivingEntity.isVehicle() as bool;
myLivingEntity . isVehicle();
Return Type:
bool
// LivingEntity.isVisuallyCrawling as bool
myLivingEntity . isVisuallyCrawling
Return Type:
bool
// LivingEntity.isVisuallyCrawling() as bool;
myLivingEntity . isVisuallyCrawling();
Return Type:
bool
// LivingEntity.isVisuallySwimming as bool
myLivingEntity . isVisuallySwimming
Return Type:
bool
// LivingEntity.isVisuallySwimming() as bool;
myLivingEntity . isVisuallySwimming();
Return Type:
bool
// LivingEntity.jumpBoostPower as double
myLivingEntity . jumpBoostPower
Return Type:
double
// LivingEntity.jumpBoostPower() as double;
myLivingEntity . jumpBoostPower();
Return Type:
double
// LivingEntity.killCredit as LivingEntity
myLivingEntity . killCredit
Return Type:
LivingEntity
// LivingEntity.killCredit() as LivingEntity;
myLivingEntity . killCredit();
Return Type:
LivingEntity
// LivingEntity.knockback(x as double, y as double, z as double);
myLivingEntity . knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// LivingEntity.lastClimbablePos as BlockPos
myLivingEntity . lastClimbablePos
Return Type:
BlockPos
// LivingEntity.lastClimbablePos() as BlockPos;
myLivingEntity . lastClimbablePos();
Return Type:
BlockPos
// LivingEntity.lastDamageSource as DamageSource
myLivingEntity . lastDamageSource
Return Type:
DamageSource
// LivingEntity.lastDamageSource() as DamageSource;
myLivingEntity . lastDamageSource();
Return Type:
DamageSource
// LivingEntity.lastHurtByMob as LivingEntity
myLivingEntity . lastHurtByMob
Return Type:
LivingEntity
// LivingEntity.lastHurtByMob() as LivingEntity;
myLivingEntity . lastHurtByMob();
Return Type:
LivingEntity
// LivingEntity.lastHurtByMobTimestamp as int
myLivingEntity . lastHurtByMobTimestamp
Return Type:
int
// LivingEntity.lastHurtByMobTimestamp() as int;
myLivingEntity . lastHurtByMobTimestamp();
Return Type:
int
// LivingEntity.lastHurtMob as LivingEntity
myLivingEntity . lastHurtMob
Return Type:
LivingEntity
// LivingEntity.lastHurtMob() as LivingEntity;
myLivingEntity . lastHurtMob();
Return Type:
LivingEntity
// LivingEntity.lastHurtMobTimestamp as int
myLivingEntity . lastHurtMobTimestamp
Return Type:
int
// LivingEntity.lastHurtMobTimestamp() as int;
myLivingEntity . lastHurtMobTimestamp();
Return Type:
int
// LivingEntity.lavaHurt();
myLivingEntity . lavaHurt();
// LivingEntity.level as Level
Return Type:
Level
// LivingEntity.lookAngle as Vec3
Return Type:
Vec3
// LivingEntity.lookAngle() as Vec3;
myLivingEntity . lookAngle();
Return Type:
Vec3
// LivingEntity.lootTable() as ResourceLocation;
myLivingEntity . lootTable();
Return Type:
ResourceLocation
// LivingEntity.mainArm as HumanoidArm
Return Type:
HumanoidArm
// LivingEntity.mainArm() as HumanoidArm;
myLivingEntity . mainArm();
Return Type:
HumanoidArm
// LivingEntity.mainHandItem as ItemStack
myLivingEntity . mainHandItem
Return Type:
ItemStack
// LivingEntity.mainHandItem() as ItemStack;
myLivingEntity . mainHandItem();
Return Type:
ItemStack
// LivingEntity.maxAirSupply as int
myLivingEntity . maxAirSupply
Return Type:
int
// LivingEntity.maxAirSupply() as int;
myLivingEntity . maxAirSupply();
Return Type:
int
// LivingEntity.maxFallDistance as int
myLivingEntity . maxFallDistance
Return Type:
int
// LivingEntity.maxFallDistance() as int;
myLivingEntity . maxFallDistance();
Return Type:
int
// LivingEntity.maxHealth as float
Return Type:
float
// LivingEntity.maxHealth() as float;
myLivingEntity . maxHealth();
Return Type:
float
// LivingEntity.mobType as MobType
Return Type:
MobType
// LivingEntity.mobType() as MobType;
myLivingEntity . mobType();
Return Type:
MobType
// LivingEntity.motionDirection as Direction
myLivingEntity . motionDirection
Return Type:
Direction
// LivingEntity.motionDirection() as Direction;
myLivingEntity . motionDirection();
Return Type:
Direction
// LivingEntity.moveRelative(amount as float, relative as Vec3);
myLivingEntity . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// LivingEntity.moveTo(vec as Vec3);
myLivingEntity . moveTo(myVec3);
// LivingEntity.moveTo(x as double, y as double, z as double);
myLivingEntity . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// LivingEntity.moveTo(pos as BlockPos, yaw as float, pitch as float);
myLivingEntity . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// LivingEntity.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myLivingEntity . 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
// LivingEntity.name as Component
Return Type:
Component
// LivingEntity.name as Component
Return Type:
Component
// LivingEntity.name() as Component;
Return Type:
Component
// LivingEntity.name() as Component;
Return Type:
Component
// LivingEntity.noActionTime as int
myLivingEntity . noActionTime
Return Type:
int
// LivingEntity.noActionTime() as int;
myLivingEntity . noActionTime();
Return Type:
int
// LivingEntity.offHandItem as ItemStack
myLivingEntity . offHandItem
Return Type:
ItemStack
// LivingEntity.offHandItem() as ItemStack;
myLivingEntity . offHandItem();
Return Type:
ItemStack
// LivingEntity.onGround as bool
Return Type:
bool
// LivingEntity.onPos as BlockPos
Return Type:
BlockPos
// LivingEntity.onPos() as BlockPos;
Return Type:
BlockPos
// LivingEntity.passengers as List<Entity>
myLivingEntity . passengers
Return Type:
List <Entity >
// LivingEntity.passengers() as List<Entity>;
myLivingEntity . passengers();
Return Type:
List <Entity >
// LivingEntity.percentFrozen as float
myLivingEntity . percentFrozen
Return Type:
float
// LivingEntity.percentFrozen() as float;
myLivingEntity . percentFrozen();
Return Type:
float
// LivingEntity.pistonPushReaction as PushReaction
myLivingEntity . pistonPushReaction
Return Type:
PushReaction
// LivingEntity.pistonPushReaction() as PushReaction;
myLivingEntity . pistonPushReaction();
Return Type:
PushReaction
// LivingEntity.playSound(sound as SoundEvent, volume as float, pitch as float);
myLivingEntity . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// LivingEntity.portalWaitTime as int
myLivingEntity . portalWaitTime
Return Type:
int
// LivingEntity.portalWaitTime() as int;
myLivingEntity . portalWaitTime();
Return Type:
int
// LivingEntity.position as Vec3
Return Type:
Vec3
// LivingEntity.position() as Vec3;
myLivingEntity . position();
Return Type:
Vec3
// LivingEntity.positionRider(entity as Entity);
myLivingEntity . positionRider(myEntity);
// LivingEntity.random as RandomSource
Return Type:
RandomSource
// LivingEntity.random() as RandomSource;
Return Type:
RandomSource
// LivingEntity.registryName as ResourceLocation
myLivingEntity . registryName
Return Type:
ResourceLocation
// LivingEntity.registryName() as ResourceLocation;
myLivingEntity . registryName();
Return Type:
ResourceLocation
// LivingEntity.releaseUsingItem();
myLivingEntity . releaseUsingItem();
// LivingEntity.remainingFireTicks as int
myLivingEntity . remainingFireTicks
Return Type:
int
// LivingEntity.remainingFireTicks() as int;
myLivingEntity . remainingFireTicks();
Return Type:
int
// LivingEntity.removeAllEffects() as bool;
myLivingEntity . removeAllEffects();
Return Type:
bool
// LivingEntity.removeEffect(effect as MobEffect) as bool;
myLivingEntity . removeEffect(myMobEffect);
Return Type:
bool
// LivingEntity.removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance;
myLivingEntity . removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
// LivingEntity.removeTag(tagName as string) as bool;
myLivingEntity . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// LivingEntity.removeVehicle();
myLivingEntity . removeVehicle();
// LivingEntity.rootVehicle as Entity
myLivingEntity . rootVehicle
Return Type:
Entity
// LivingEntity.rootVehicle() as Entity;
myLivingEntity . rootVehicle();
Return Type:
Entity
// LivingEntity.scale as float
Return Type:
float
// LivingEntity.scale() as float;
Return Type:
float
// LivingEntity.sendMessage(component as Component);
myLivingEntity . sendMessage(myComponent);
// LivingEntity.setAbsorptionAmount(absorption as float);
myLivingEntity . setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
// LivingEntity.setAirSupply(air as int);
myLivingEntity . setAirSupply(myInt);
// LivingEntity.setArrowCount(count as int);
myLivingEntity . setArrowCount(myInt);
// LivingEntity.setCustomName(name as Component);
myLivingEntity . setCustomName(myComponent);
// LivingEntity.setCustomNameVisible(visible as bool);
myLivingEntity . setCustomNameVisible(myBool);
// LivingEntity.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myLivingEntity . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// LivingEntity.setDiscardFriction(discardFriction as bool);
myLivingEntity . setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
// LivingEntity.setGlowingTag(glowing as bool);
myLivingEntity . setGlowingTag(myBool);
// LivingEntity.setHealth(health as float);
myLivingEntity . setHealth(myFloat);
Parameters:
health: float
Type: float
// LivingEntity.setInvisible(invisible as bool);
myLivingEntity . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// LivingEntity.setInvulnerable(invulnerable as bool);
myLivingEntity . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// LivingEntity.setIsInPowderSnow(inPowderSnow as bool);
myLivingEntity . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// LivingEntity.setItemInHand(hand as InteractionHand, stack as ItemStack);
myLivingEntity . setItemInHand(myInteractionHand, myItemStack);
// LivingEntity.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myLivingEntity . setItemSlot(myEquipmentSlot, myItemStack);
// LivingEntity.setJumping(jumping as bool);
myLivingEntity . setJumping(myBool);
// LivingEntity.setLastHurtByMob(entity as LivingEntity);
myLivingEntity . setLastHurtByMob(myLivingEntity);
// LivingEntity.setLastHurtByPlayer(player as Player);
myLivingEntity . setLastHurtByPlayer(myPlayer);
// LivingEntity.setLastHurtMob(entity as Entity);
myLivingEntity . setLastHurtMob(myEntity);
// LivingEntity.setNoActionTime(idleTime as int);
myLivingEntity . setNoActionTime(myInt);
// LivingEntity.setNoGravity(noGravity as bool);
myLivingEntity . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// LivingEntity.setOldPosAndRot();
myLivingEntity . setOldPosAndRot();
// LivingEntity.setOnGround(onGround as bool);
myLivingEntity . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// LivingEntity.setPortalCooldown();
myLivingEntity . setPortalCooldown();
// LivingEntity.setPos(position as Vec3);
myLivingEntity . setPos(myVec3);
// LivingEntity.setPos(x as double, y as double, z as double);
myLivingEntity . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// LivingEntity.setPosRaw(x as double, y as double, z as double);
myLivingEntity . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// LivingEntity.setRemainingFireTicks(ticks as int);
myLivingEntity . setRemainingFireTicks(myInt);
// LivingEntity.setRemoved(var1 as RemovalReason);
myLivingEntity . setRemoved(myRemovalReason);
// LivingEntity.setSecondsOnFire(seconds as int);
myLivingEntity . setSecondsOnFire(myInt);
// LivingEntity.setShiftKeyDown(keyDown as bool);
myLivingEntity . setShiftKeyDown(myBool);
// LivingEntity.setSilent(silent as bool);
myLivingEntity . setSilent(myBool);
// LivingEntity.setSleepingPos(pos as BlockPos);
myLivingEntity . setSleepingPos(myBlockPos);
// LivingEntity.setSpeed(speed as float);
myLivingEntity . setSpeed(myFloat);
// LivingEntity.setSprinting(sprinting as bool);
myLivingEntity . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// LivingEntity.setStingerCount(count as int);
myLivingEntity . setStingerCount(myInt);
// LivingEntity.setSwimming(swimming as bool);
myLivingEntity . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// LivingEntity.setTicksFrozen(ticks as int);
myLivingEntity . setTicksFrozen(myInt);
// LivingEntity.shouldBeSaved as bool
myLivingEntity . shouldBeSaved
Return Type:
bool
// LivingEntity.shouldBeSaved() as bool;
myLivingEntity . shouldBeSaved();
Return Type:
bool
// LivingEntity.shouldDiscardFriction as bool
myLivingEntity . shouldDiscardFriction
Return Type:
bool
// LivingEntity.shouldDiscardFriction() as bool;
myLivingEntity . shouldDiscardFriction();
Return Type:
bool
// LivingEntity.shouldInformAdmins as bool
myLivingEntity . shouldInformAdmins
Return Type:
bool
// LivingEntity.shouldInformAdmins() as bool;
myLivingEntity . shouldInformAdmins();
Return Type:
bool
// LivingEntity.shouldShowName as bool
myLivingEntity . shouldShowName
Return Type:
bool
// LivingEntity.shouldShowName() as bool;
myLivingEntity . shouldShowName();
Return Type:
bool
// LivingEntity.showVehicleHealth as bool
myLivingEntity . showVehicleHealth
Return Type:
bool
// LivingEntity.showVehicleHealth() as bool;
myLivingEntity . showVehicleHealth();
Return Type:
bool
// LivingEntity.sleepingPos as BlockPos
myLivingEntity . sleepingPos
Return Type:
BlockPos
// LivingEntity.sleepingPos() as BlockPos;
myLivingEntity . sleepingPos();
Return Type:
BlockPos
// LivingEntity.soundSource as SoundSource
myLivingEntity . soundSource
Return Type:
SoundSource
// LivingEntity.soundSource() as SoundSource;
myLivingEntity . soundSource();
Return Type:
SoundSource
// LivingEntity.speed as float
Return Type:
float
// LivingEntity.speed() as float;
Return Type:
float
// LivingEntity.startRiding(entity as Entity) as bool;
myLivingEntity . startRiding(myEntity);
Return Type:
bool
// LivingEntity.startRiding(entity as Entity, force as bool) as bool;
myLivingEntity . startRiding(myEntity, myBool);
Return Type:
bool
// LivingEntity.startSleeping(pos as BlockPos);
myLivingEntity . startSleeping(myBlockPos);
// LivingEntity.startUsingItem(param0 as InteractionHand);
myLivingEntity . startUsingItem(myInteractionHand);
// LivingEntity.stingerCount as int
myLivingEntity . stingerCount
Return Type:
int
// LivingEntity.stingerCount() as int;
myLivingEntity . stingerCount();
Return Type:
int
// LivingEntity.stopRiding();
myLivingEntity . stopRiding();
// LivingEntity.stopSleeping();
myLivingEntity . stopSleeping();
// LivingEntity.stopUsingItem();
myLivingEntity . stopUsingItem();
// LivingEntity.stringUUID as string
myLivingEntity . stringUUID
Return Type:
string
// LivingEntity.stringUUID() as string;
myLivingEntity . stringUUID();
Return Type:
string
// LivingEntity.swing(hand as InteractionHand);
myLivingEntity . swing(myInteractionHand);
// LivingEntity.swing(hand as InteractionHand, updateSelf as bool);
myLivingEntity . swing(myInteractionHand, myBool);
Parameters:
updateSelf: bool
Type: bool
// LivingEntity.tags as Set<string>
Return Type:
Set <string >
// LivingEntity.tags() as Set<string>;
Return Type:
Set <string >
// LivingEntity.teamColor as int
Return Type:
int
// LivingEntity.teamColor() as int;
myLivingEntity . teamColor();
Return Type:
int
// LivingEntity.teleportTo(x as double, y as double, z as double);
myLivingEntity . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// LivingEntity.ticksFrozen as int
myLivingEntity . ticksFrozen
Return Type:
int
// LivingEntity.ticksFrozen() as int;
myLivingEntity . ticksFrozen();
Return Type:
int
// LivingEntity.ticksRequiredToFreeze as int
myLivingEntity . ticksRequiredToFreeze
Return Type:
int
// LivingEntity.ticksRequiredToFreeze() as int;
myLivingEntity . ticksRequiredToFreeze();
Return Type:
int
// LivingEntity.ticksUsingItem as int
myLivingEntity . ticksUsingItem
Return Type:
int
// LivingEntity.ticksUsingItem() as int;
myLivingEntity . ticksUsingItem();
Return Type:
int
// LivingEntity.travel(vec as Vec3);
myLivingEntity . travel(myVec3);
// LivingEntity.turn(yaw as double, pitch as double);
myLivingEntity . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
// LivingEntity.unRide();
Updates the custom NBT data for this Entity. // LivingEntity.updateCustomData(data as MapData);
myLivingEntity . updateCustomData({custom: "data" });
// LivingEntity.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myLivingEntity . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // LivingEntity.updateData(data as MapData);
myLivingEntity . updateData({key: "value" });
// LivingEntity.usedItemHand as InteractionHand
myLivingEntity . usedItemHand
Return Type:
InteractionHand
// LivingEntity.usedItemHand() as InteractionHand;
myLivingEntity . usedItemHand();
Return Type:
InteractionHand
// LivingEntity.useItem as ItemStack
Return Type:
ItemStack
// LivingEntity.useItem() as ItemStack;
myLivingEntity . useItem();
Return Type:
ItemStack
// LivingEntity.useItemRemainingTicks as int
myLivingEntity . useItemRemainingTicks
Return Type:
int
// LivingEntity.useItemRemainingTicks() as int;
myLivingEntity . useItemRemainingTicks();
Return Type:
int
// LivingEntity.uuid as UUID
Return Type:
UUID
// LivingEntity.uuid() as UUID;
Return Type:
UUID
// LivingEntity.vehicle as Entity
Return Type:
Entity
// LivingEntity.vehicle() as Entity;
myLivingEntity . vehicle();
Return Type:
Entity
// LivingEntity.voicePitch as float
myLivingEntity . voicePitch
Return Type:
float
// LivingEntity.voicePitch() as float;
myLivingEntity . voicePitch();
Return Type:
float
// LivingEntity.x as double
Return Type:
double
// LivingEntity.x() as double;
Return Type:
double
// LivingEntity.y as double
Return Type:
double
// LivingEntity.y() as double;
Return Type:
double
// LivingEntity.z as double
Return Type:
double
// LivingEntity.z() as double;
Return Type:
double