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Player

Importing the class

If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at the top of the file.

script.zs
import crafttweaker.api.entity.type.player.Player;

Extends

Player extends LivingEntity.

Implements

Player implements the following interfaces:

Nameable,EntityAccess,CommandSource,ICapabilityProviderImpl<ICapabilityProviderImpl>,ICapabilityProvider

Undocumented Interfaces

IPlayerExtension,Attackable,ILivingEntityExtension,IEntityExtension,ICapabilitySerializable<CompoundTag>,INBTSerializable<Tag>

Members

Getter
script.zs
// Player.abilities as Abilities
myPlayer.abilities

Return Type: Abilities

abilities() as Abilities
script.zs
// Player.abilities() as Abilities;
myPlayer.abilities();

Return Type: Abilities

Getter
script.zs
// Player.absorptionAmount as float
myPlayer.absorptionAmount

Return Type: float

absorptionAmount() as float
script.zs
// Player.absorptionAmount() as float;
myPlayer.absorptionAmount();

Return Type: float

Getter
script.zs
// Player.acceptsFailure as bool
myPlayer.acceptsFailure

Return Type: bool

acceptsFailure() as bool
script.zs
// Player.acceptsFailure() as bool;
myPlayer.acceptsFailure();

Return Type: bool

Getter
script.zs
// Player.acceptsSuccess as bool
myPlayer.acceptsSuccess

Return Type: bool

acceptsSuccess() as bool
script.zs
// Player.acceptsSuccess() as bool;
myPlayer.acceptsSuccess();

Return Type: bool

Getter
script.zs
// Player.activeEffects as Collection<MobEffectInstance>
myPlayer.activeEffects

Return Type: Collection<MobEffectInstance>

activeEffects() as Collection<MobEffectInstance>
script.zs
// Player.activeEffects() as Collection<MobEffectInstance>;
myPlayer.activeEffects();

Return Type: Collection<MobEffectInstance>

Getter
script.zs
// Player.activeEFfectsMap as MobEffectInstance[MobEffect]
myPlayer.activeEFfectsMap

Return Type: MobEffectInstance[MobEffect]

activeEFfectsMap() as MobEffectInstance[MobEffect]
script.zs
// Player.activeEFfectsMap() as MobEffectInstance[MobEffect];
myPlayer.activeEFfectsMap();

Return Type: MobEffectInstance[MobEffect]

addEffect(effectInstance as MobEffectInstance) as bool
script.zs
// Player.addEffect(effectInstance as MobEffectInstance) as bool;
myPlayer.addEffect(myMobEffectInstance);

Parameters:

effectInstance Type: MobEffectInstance

Return Type: bool

addEffect(effectInstance as MobEffectInstance, entity as Entity) as bool
script.zs
// Player.addEffect(effectInstance as MobEffectInstance, entity as Entity) as bool;
myPlayer.addEffect(myMobEffectInstance, myEntity);

Parameters:

effectInstance Type: MobEffectInstance
entity Type: Entity

Return Type: bool

addItem(stack as ItemStack) as bool
script.zs
// Player.addItem(stack as ItemStack) as bool;
myPlayer.addItem(myItemStack);

Parameters:

stack Type: ItemStack

Return Type: bool

addTag(tagName as string) as bool
script.zs
// Player.addTag(tagName as string) as bool;
myPlayer.addTag(myString);

Parameters:

tagName Type: string

Return Type: bool

Getter
script.zs
// Player.airSupply as int
myPlayer.airSupply

Return Type: int

airSupply() as int
script.zs
// Player.airSupply() as int;
myPlayer.airSupply();

Return Type: int

Getter
script.zs
// Player.allSlots as Iterable<ItemStack>
myPlayer.allSlots

Return Type: Iterable<ItemStack>

allSlots() as Iterable<ItemStack>
script.zs
// Player.allSlots() as Iterable<ItemStack>;
myPlayer.allSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// Player.alwaysAccepts as bool
myPlayer.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
script.zs
// Player.alwaysAccepts() as bool;
myPlayer.alwaysAccepts();

Return Type: bool

Getter
script.zs
// Player.armorCoverPercentage as float
myPlayer.armorCoverPercentage

Return Type: float

armorCoverPercentage() as float
script.zs
// Player.armorCoverPercentage() as float;
myPlayer.armorCoverPercentage();

Return Type: float

Getter
script.zs
// Player.armorSlots as Iterable<ItemStack>
myPlayer.armorSlots

Return Type: Iterable<ItemStack>

armorSlots() as Iterable<ItemStack>
script.zs
// Player.armorSlots() as Iterable<ItemStack>;
myPlayer.armorSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// Player.armorValue as int
myPlayer.armorValue

Return Type: int

armorValue() as int
script.zs
// Player.armorValue() as int;
myPlayer.armorValue();

Return Type: int

Getter
script.zs
// Player.arrowCount as int
myPlayer.arrowCount

Return Type: int

arrowCount() as int
script.zs
// Player.arrowCount() as int;
myPlayer.arrowCount();

Return Type: int

attack(entity as Entity)
script.zs
// Player.attack(entity as Entity);
myPlayer.attack(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// Player.attackable as bool
myPlayer.attackable

Return Type: bool

attackable() as bool
script.zs
// Player.attackable() as bool;
myPlayer.attackable();

Return Type: bool

awardStat(stat as ResourceLocation)
script.zs
// Player.awardStat(stat as ResourceLocation);
myPlayer.awardStat(myResourceLocation);

Parameters:

awardStat(stat as ResourceLocation, amount as int)
script.zs
// Player.awardStat(stat as ResourceLocation, amount as int);
myPlayer.awardStat(myResourceLocation, myInt);

Parameters:

amount Type: int
Getter
script.zs
// Player.bbHeight as float
myPlayer.bbHeight

Return Type: float

bbHeight() as float
script.zs
// Player.bbHeight() as float;
myPlayer.bbHeight();

Return Type: float

Getter
script.zs
// Player.bbWidth as float
myPlayer.bbWidth

Return Type: float

bbWidth() as float
script.zs
// Player.bbWidth() as float;
myPlayer.bbWidth();

Return Type: float

Getter
script.zs
// Player.bedOrientation as Direction
myPlayer.bedOrientation

Return Type: Direction

bedOrientation() as Direction
script.zs
// Player.bedOrientation() as Direction;
myPlayer.bedOrientation();

Return Type: Direction

Getter
script.zs
// Player.blockPosiion as BlockPos
myPlayer.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
script.zs
// Player.blockPosiion() as BlockPos;
myPlayer.blockPosiion();

Return Type: BlockPos

Getter
script.zs
// Player.blockPosition as BlockPos
myPlayer.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
script.zs
// Player.blockPosition() as BlockPos;
myPlayer.blockPosition();

Return Type: BlockPos

Getter
script.zs
// Player.blockX as int
myPlayer.blockX

Return Type: int

blockX() as int
script.zs
// Player.blockX() as int;
myPlayer.blockX();

Return Type: int

Getter
script.zs
// Player.blockY as int
myPlayer.blockY

Return Type: int

blockY() as int
script.zs
// Player.blockY() as int;
myPlayer.blockY();

Return Type: int

Getter
script.zs
// Player.blockZ as int
myPlayer.blockZ

Return Type: int

blockZ() as int
script.zs
// Player.blockZ() as int;
myPlayer.blockZ();

Return Type: int

Getter
script.zs
// Player.boundingBox as AABB
myPlayer.boundingBox

Return Type: AABB

boundingBox() as AABB
script.zs
// Player.boundingBox() as AABB;
myPlayer.boundingBox();

Return Type: AABB

Getter
script.zs
// Player.boundingBoxForCulling as AABB
myPlayer.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
script.zs
// Player.boundingBoxForCulling() as AABB;
myPlayer.boundingBoxForCulling();

Return Type: AABB

canAttack(target as LivingEntity) as bool
script.zs
// Player.canAttack(target as LivingEntity) as bool;
myPlayer.canAttack(myLivingEntity);

Parameters:

target Type: LivingEntity

Return Type: bool

canBeAffected(effectInstance as MobEffectInstance) as bool
script.zs
// Player.canBeAffected(effectInstance as MobEffectInstance) as bool;
myPlayer.canBeAffected(myMobEffectInstance);

Parameters:

effectInstance Type: MobEffectInstance

Return Type: bool

Getter
script.zs
// Player.canBeCollidedWith as bool
myPlayer.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
script.zs
// Player.canBeCollidedWith() as bool;
myPlayer.canBeCollidedWith();

Return Type: bool

Getter
script.zs
// Player.canBeSeenAsEnemy as bool
myPlayer.canBeSeenAsEnemy

Return Type: bool

canBeSeenAsEnemy() as bool
script.zs
// Player.canBeSeenAsEnemy() as bool;
myPlayer.canBeSeenAsEnemy();

Return Type: bool

Getter
script.zs
// Player.canBeSeenByAnyone as bool
myPlayer.canBeSeenByAnyone

Return Type: bool

canBeSeenByAnyone() as bool
script.zs
// Player.canBeSeenByAnyone() as bool;
myPlayer.canBeSeenByAnyone();

Return Type: bool

Getter
script.zs
// Player.canBreatheUnderwater as bool
myPlayer.canBreatheUnderwater

Return Type: bool

Getter
script.zs
// Player.canBreatheUnderwater as bool
myPlayer.canBreatheUnderwater

Return Type: bool

canBreatheUnderwater() as bool
script.zs
// Player.canBreatheUnderwater() as bool;
myPlayer.canBreatheUnderwater();

Return Type: bool

canBreatheUnderwater() as bool
script.zs
// Player.canBreatheUnderwater() as bool;
myPlayer.canBreatheUnderwater();

Return Type: bool

canCollideWith(other as Entity) as bool
script.zs
// Player.canCollideWith(other as Entity) as bool;
myPlayer.canCollideWith(myEntity);

Parameters:

other Type: Entity

Return Type: bool

canEat(ignoreHunger as bool) as bool
script.zs
// Player.canEat(ignoreHunger as bool) as bool;
myPlayer.canEat(myBool);

Parameters:

ignoreHunger Type: bool

Return Type: bool

Getter
script.zs
// Player.canFreeze as bool
myPlayer.canFreeze

Return Type: bool

canFreeze() as bool
script.zs
// Player.canFreeze() as bool;
myPlayer.canFreeze();

Return Type: bool

canHarmPlayer(player as Player) as bool
script.zs
// Player.canHarmPlayer(player as Player) as bool;
myPlayer.canHarmPlayer(myPlayer);

Parameters:

player Type: Player

Return Type: bool

canStandOnFluid(fluid as Fluid) as bool
script.zs
// Player.canStandOnFluid(fluid as Fluid) as bool;
myPlayer.canStandOnFluid(myFluid);

Parameters:

fluid Type: Fluid

Return Type: bool

canTakeItem(stack as ItemStack) as bool
script.zs
// Player.canTakeItem(stack as ItemStack) as bool;
myPlayer.canTakeItem(myItemStack);

Parameters:

stack Type: ItemStack

Return Type: bool

Getter
script.zs
// Player.canUseGameMasterBlocks as bool
myPlayer.canUseGameMasterBlocks

Return Type: bool

canUseGameMasterBlocks() as bool
script.zs
// Player.canUseGameMasterBlocks() as bool;
myPlayer.canUseGameMasterBlocks();

Return Type: bool

causeFoodExhaustion(exhaustion as float)
script.zs
// Player.causeFoodExhaustion(exhaustion as float);
myPlayer.causeFoodExhaustion(myFloat);

Parameters:

exhaustion Type: float
clearFire()
script.zs
// Player.clearFire();
myPlayer.clearFire();
clearSleepingPos()
script.zs
// Player.clearSleepingPos();
myPlayer.clearSleepingPos();
closerThan(other as Entity, distance as double) as bool
script.zs
// Player.closerThan(other as Entity, distance as double) as bool;
myPlayer.closerThan(myEntity, myDouble);

Parameters:

other Type: Entity
distance Type: double

Return Type: bool

Getter
script.zs
// Player.commandSenderWorld as Level
myPlayer.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
script.zs
// Player.commandSenderWorld() as Level;
myPlayer.commandSenderWorld();

Return Type: Level

Getter
script.zs
// Player.controllingPassenger as Entity
myPlayer.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
script.zs
// Player.controllingPassenger() as Entity;
myPlayer.controllingPassenger();

Return Type: Entity

Getter
script.zs
// Player.cooldowns as ItemCooldowns
myPlayer.cooldowns

Return Type: ItemCooldowns

cooldowns() as ItemCooldowns
script.zs
// Player.cooldowns() as ItemCooldowns;
myPlayer.cooldowns();

Return Type: ItemCooldowns

crit(entity as Entity)
script.zs
// Player.crit(entity as Entity);
myPlayer.crit(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// Player.currentItemAttackStrengthDelay as float
myPlayer.currentItemAttackStrengthDelay

Return Type: float

currentItemAttackStrengthDelay() as float
script.zs
// Player.currentItemAttackStrengthDelay() as float;
myPlayer.currentItemAttackStrengthDelay();

Return Type: float

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

Return Type: MapData

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

Returns: The custom data for this Entity.

script.zs
// Player.customData() as MapData;
myPlayer.customData();

Return Type: MapData

Getter
script.zs
// Player.customName as Component
myPlayer.customName

Return Type: Component

Getter
script.zs
// Player.customName as Component
myPlayer.customName

Return Type: Component

customName() as Component
script.zs
// Player.customName() as Component;
myPlayer.customName();

Return Type: Component

customName() as Component
script.zs
// Player.customName() as Component;
myPlayer.customName();

Return Type: Component

Getter
script.zs
// Player.dampensVibrations as bool
myPlayer.dampensVibrations

Return Type: bool

dampensVibrations() as bool
script.zs
// Player.dampensVibrations() as bool;
myPlayer.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// Player.data as MapData
myPlayer.data

Return Type: MapData

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

Returns: The NBT data of this Entity.

script.zs
// Player.data() as MapData;
myPlayer.data();

Return Type: MapData

Getter
script.zs
// Player.deltaMovement as Vec3
myPlayer.deltaMovement

Return Type: Vec3

Setter
script.zs
// Player.deltaMovement = (deltaMovement as Vec3);
myPlayer.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3
deltaMovement() as Vec3
script.zs
// Player.deltaMovement() as Vec3;
myPlayer.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
script.zs
// Player.deltaMovement(deltaMovement as Vec3);
myPlayer.deltaMovement(myVec3);

Parameters:

deltaMovement Type: Vec3
die(source as DamageSource)
script.zs
// Player.die(source as DamageSource);
myPlayer.die(myDamageSource);

Parameters:

source Type: DamageSource
Getter
script.zs
// Player.dimensionChangingDelay as int
myPlayer.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
script.zs
// Player.dimensionChangingDelay() as int;
myPlayer.dimensionChangingDelay();

Return Type: int

Getter
script.zs
// Player.direction as Direction
myPlayer.direction

Return Type: Direction

direction() as Direction
script.zs
// Player.direction() as Direction;
myPlayer.direction();

Return Type: Direction

disableShield(usingAxe as bool)
script.zs
// Player.disableShield(usingAxe as bool);
myPlayer.disableShield(myBool);

Parameters:

usingAxe Type: bool
discard()
script.zs
// Player.discard();
myPlayer.discard();
Getter
script.zs
// Player.dismountsUnderwater as bool
myPlayer.dismountsUnderwater

Return Type: bool

displayClientMessage(component as Component, actionBar as bool)
script.zs
// Player.displayClientMessage(component as Component, actionBar as bool);
myPlayer.displayClientMessage(myComponent, myBool);

Parameters:

component Type: Component
actionBar Type: bool
Getter
script.zs
// Player.displayName as Component
myPlayer.displayName

Return Type: Component

Getter
script.zs
// Player.displayName as Component
myPlayer.displayName

Return Type: Component

displayName() as Component
script.zs
// Player.displayName() as Component;
myPlayer.displayName();

Return Type: Component

displayName() as Component
script.zs
// Player.displayName() as Component;
myPlayer.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
script.zs
// Player.distanceTo(entity as Entity) as float;
myPlayer.distanceTo(myEntity);

Parameters:

entity Type: Entity

Return Type: float

distanceToSqr(x as double, y as double, z as double) as double
script.zs
// Player.distanceToSqr(x as double, y as double, z as double) as double;
myPlayer.distanceToSqr(myDouble, myDouble, myDouble);

Parameters:

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

Return Type: double

distanceToSqr(entity as Entity) as double
script.zs
// Player.distanceToSqr(entity as Entity) as double;
myPlayer.distanceToSqr(myEntity);

Parameters:

entity Type: Entity

Return Type: double

distanceToSqr(vec as Vec3) as double
script.zs
// Player.distanceToSqr(vec as Vec3) as double;
myPlayer.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3

Return Type: double

doHurtTarget(entity as Entity) as bool
script.zs
// Player.doHurtTarget(entity as Entity) as bool;
myPlayer.doHurtTarget(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

drop(stack as ItemStack, traceItem as bool) as ItemEntity
script.zs
// Player.drop(stack as ItemStack, traceItem as bool) as ItemEntity;
myPlayer.drop(myItemStack, myBool);

Parameters:

stack Type: ItemStack
traceItem Type: bool

Return Type: ItemEntity

eat(level as Level, stack as ItemStack) as ItemStack
script.zs
// Player.eat(level as Level, stack as ItemStack) as ItemStack;
myPlayer.eat(myLevel, myItemStack);

Parameters:

level Type: Level
stack Type: ItemStack

Return Type: ItemStack

ejectPassengers()
script.zs
// Player.ejectPassengers();
myPlayer.ejectPassengers();
Getter
script.zs
// Player.enchantmentSeed as int
myPlayer.enchantmentSeed

Return Type: int

enchantmentSeed() as int
script.zs
// Player.enchantmentSeed() as int;
myPlayer.enchantmentSeed();

Return Type: int

Getter
script.zs
// Player.experienceLevel as int
myPlayer.experienceLevel

Return Type: int

Setter
script.zs
// Player.experienceLevel = (level as int);
myPlayer.experienceLevel = myInt;

Parameters:

level Type: int
experienceLevel() as int
script.zs
// Player.experienceLevel() as int;
myPlayer.experienceLevel();

Return Type: int

experienceLevel(level as int)
script.zs
// Player.experienceLevel(level as int);
myPlayer.experienceLevel(myInt);

Parameters:

level Type: int
Getter
script.zs
// Player.eyeHeight as float
myPlayer.eyeHeight

Return Type: float

eyeHeight() as float
script.zs
// Player.eyeHeight() as float;
myPlayer.eyeHeight();

Return Type: float

Getter
script.zs
// Player.eyePosition as Vec3
myPlayer.eyePosition

Return Type: Vec3

eyePosition() as Vec3
script.zs
// Player.eyePosition() as Vec3;
myPlayer.eyePosition();

Return Type: Vec3

Getter
script.zs
// Player.eyeY as double
myPlayer.eyeY

Return Type: double

eyeY() as double
script.zs
// Player.eyeY() as double;
myPlayer.eyeY();

Return Type: double

Getter
script.zs
// Player.fallFlyingTicks as int
myPlayer.fallFlyingTicks

Return Type: int

fallFlyingTicks() as int
script.zs
// Player.fallFlyingTicks() as int;
myPlayer.fallFlyingTicks();

Return Type: int

Getter
script.zs
// Player.feetBlockState as BlockState
myPlayer.feetBlockState

Return Type: BlockState

feetBlockState() as BlockState
script.zs
// Player.feetBlockState() as BlockState;
myPlayer.feetBlockState();

Return Type: BlockState

Getter
script.zs
// Player.fireImmune as bool
myPlayer.fireImmune

Return Type: bool

fireImmune() as bool
script.zs
// Player.fireImmune() as bool;
myPlayer.fireImmune();

Return Type: bool

Getter
script.zs
// Player.firstPassenger as Entity
myPlayer.firstPassenger

Return Type: Entity

firstPassenger() as Entity
script.zs
// Player.firstPassenger() as Entity;
myPlayer.firstPassenger();

Return Type: Entity

Getter
script.zs
// Player.fluidJumpThreshold as double
myPlayer.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
script.zs
// Player.fluidJumpThreshold() as double;
myPlayer.fluidJumpThreshold();

Return Type: double

Getter
script.zs
// Player.foodData as FoodData
myPlayer.foodData

Return Type: FoodData

foodData() as FoodData
script.zs
// Player.foodData() as FoodData;
myPlayer.foodData();

Return Type: FoodData

forceAddEffect(effectInstance as MobEffectInstance, entity as Entity)
script.zs
// Player.forceAddEffect(effectInstance as MobEffectInstance, entity as Entity);
myPlayer.forceAddEffect(myMobEffectInstance, myEntity);

Parameters:

effectInstance Type: MobEffectInstance
entity Type: Entity
Getter
script.zs
// Player.forward as Vec3
myPlayer.forward

Return Type: Vec3

forward() as Vec3
script.zs
// Player.forward() as Vec3;
myPlayer.forward();

Return Type: Vec3

getAttribute(attribute as Attribute) as AttributeInstance
script.zs
// Player.getAttribute(attribute as Attribute) as AttributeInstance;
myPlayer.getAttribute(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: AttributeInstance

getAttributeBaseValue(attribute as Attribute) as double
script.zs
// Player.getAttributeBaseValue(attribute as Attribute) as double;
myPlayer.getAttributeBaseValue(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: double

getAttributeValue(attribute as Attribute) as double
script.zs
// Player.getAttributeValue(attribute as Attribute) as double;
myPlayer.getAttributeValue(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: double

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

Returns: The found capability or null.

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

Parameters:

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

Return Type: T?

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

Returns: The found capability or null.

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

Parameters:

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

Return Type: T?

getDestroySpeed(state as BlockState) as float
script.zs
// Player.getDestroySpeed(state as BlockState) as float;
myPlayer.getDestroySpeed(myBlockState);

Parameters:

state Type: BlockState

Return Type: float

getEffect(effect as MobEffect) as MobEffectInstance
script.zs
// Player.getEffect(effect as MobEffect) as MobEffectInstance;
myPlayer.getEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: MobEffectInstance

getEyePosition(partialTicks as float) as Vec3
script.zs
// Player.getEyePosition(partialTicks as float) as Vec3;
myPlayer.getEyePosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getItemBySlot(slot as EquipmentSlot) as ItemStack
script.zs
// Player.getItemBySlot(slot as EquipmentSlot) as ItemStack;
myPlayer.getItemBySlot(myEquipmentSlot);

Parameters:

Return Type: ItemStack

getItemInHand(hand as InteractionHand) as ItemStack
script.zs
// Player.getItemInHand(hand as InteractionHand) as ItemStack;
myPlayer.getItemInHand(myInteractionHand);

Parameters:

Return Type: ItemStack

getPosition(partialTicks as float) as Vec3
script.zs
// Player.getPosition(partialTicks as float) as Vec3;
myPlayer.getPosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getSwimAmount(partialTicks as float) as float
script.zs
// Player.getSwimAmount(partialTicks as float) as float;
myPlayer.getSwimAmount(myFloat);

Parameters:

partialTicks Type: float

Return Type: float

getUpVector(partialTicks as float) as Vec3
script.zs
// Player.getUpVector(partialTicks as float) as Vec3;
myPlayer.getUpVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
script.zs
// Player.getViewVector(partialTicks as float) as Vec3;
myPlayer.getViewVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getVisibilityPercent(lookingEntity as Entity) as double
script.zs
// Player.getVisibilityPercent(lookingEntity as Entity) as double;
myPlayer.getVisibilityPercent(myEntity);

Parameters:

lookingEntity Type: Entity

Return Type: double

getX(scale as double) as double
script.zs
// Player.getX(scale as double) as double;
myPlayer.getX(myDouble);

Parameters:

scale Type: double

Return Type: double

getY(scale as double) as double
script.zs
// Player.getY(scale as double) as double;
myPlayer.getY(myDouble);

Parameters:

scale Type: double

Return Type: double

getZ(scale as double) as double
script.zs
// Player.getZ(scale as double) as double;
myPlayer.getZ(myDouble);

Parameters:

scale Type: double

Return Type: double

give(stack as IItemStack, slot as int = -1)
script.zs
// Player.give(stack as IItemStack, slot as int = -1);
myPlayer.give(myIItemStack, myInt);

Parameters:

stack Type: IItemStack
slot (optional) Type: int

Default Value: -1

giveExperienceLevels(levels as int)
script.zs
// Player.giveExperienceLevels(levels as int);
myPlayer.giveExperienceLevels(myInt);

Parameters:

levels Type: int
giveExperiencePoints(amount as int)
script.zs
// Player.giveExperiencePoints(amount as int);
myPlayer.giveExperiencePoints(myInt);

Parameters:

amount Type: int
Getter
script.zs
// Player.handSlots as Iterable<ItemStack>
myPlayer.handSlots

Return Type: Iterable<ItemStack>

handSlots() as Iterable<ItemStack>
script.zs
// Player.handSlots() as Iterable<ItemStack>;
myPlayer.handSlots();

Return Type: Iterable<ItemStack>

hasCorrectToolForDrops(state as BlockState) as bool
script.zs
// Player.hasCorrectToolForDrops(state as BlockState) as bool;
myPlayer.hasCorrectToolForDrops(myBlockState);

Parameters:

state Type: BlockState

Return Type: bool

Getter
script.zs
// Player.hasCustomName as bool
myPlayer.hasCustomName

Return Type: bool

Getter
script.zs
// Player.hasCustomName as bool
myPlayer.hasCustomName

Return Type: bool

hasCustomName() as bool
script.zs
// Player.hasCustomName() as bool;
myPlayer.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// Player.hasCustomName() as bool;
myPlayer.hasCustomName();

Return Type: bool

hasEffect(effect as MobEffect) as bool
script.zs
// Player.hasEffect(effect as MobEffect) as bool;
myPlayer.hasEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: bool

Getter
script.zs
// Player.hasExactlyOnePlayerPassenger as bool
myPlayer.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
script.zs
// Player.hasExactlyOnePlayerPassenger() as bool;
myPlayer.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
script.zs
// Player.hasGlowingTag as bool
myPlayer.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
script.zs
// Player.hasGlowingTag() as bool;
myPlayer.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
script.zs
// Player.hasIndirectPassenger(entity as Entity) as bool;
myPlayer.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasItemInSlot(slot as EquipmentSlot) as bool
script.zs
// Player.hasItemInSlot(slot as EquipmentSlot) as bool;
myPlayer.hasItemInSlot(myEquipmentSlot);

Parameters:

Return Type: bool

hasLineOfSight(entity as Entity) as bool
script.zs
// Player.hasLineOfSight(entity as Entity) as bool;
myPlayer.hasLineOfSight(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(entity as Entity) as bool
script.zs
// Player.hasPassenger(entity as Entity) as bool;
myPlayer.hasPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as bool
script.zs
// Player.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myPlayer.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool

Return Type: bool

heal(amount as float)
script.zs
// Player.heal(amount as float);
myPlayer.heal(myFloat);

Parameters:

amount Type: float
Getter
script.zs
// Player.health as float
myPlayer.health

Return Type: float

health() as float
script.zs
// Player.health() as float;
myPlayer.health();

Return Type: float

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

Parameters:

source Type: DamageSource
amount Type: float

Return Type: bool

Getter
script.zs
// Player.id as int
myPlayer.id

Return Type: int

id() as int
script.zs
// Player.id() as int;
myPlayer.id();

Return Type: int

increaseScore(score as int)
script.zs
// Player.increaseScore(score as int);
myPlayer.increaseScore(myInt);

Parameters:

score Type: int
Getter
script.zs
// Player.inventory as Inventory
myPlayer.inventory

Return Type: Inventory

inventory() as Inventory
script.zs
// Player.inventory() as Inventory;
myPlayer.inventory();

Return Type: Inventory

Getter
script.zs
// Player.isAffectedByPotions as bool
myPlayer.isAffectedByPotions

Return Type: bool

isAffectedByPotions() as bool
script.zs
// Player.isAffectedByPotions() as bool;
myPlayer.isAffectedByPotions();

Return Type: bool

Getter
script.zs
// Player.isAlive as bool
myPlayer.isAlive

Return Type: bool

isAlive() as bool
script.zs
// Player.isAlive() as bool;
myPlayer.isAlive();

Return Type: bool

Getter
script.zs
// Player.isAlwaysTicking as bool
myPlayer.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
script.zs
// Player.isAlwaysTicking() as bool;
myPlayer.isAlwaysTicking();

Return Type: bool

Getter
script.zs
// Player.isAttackable as bool
myPlayer.isAttackable

Return Type: bool

isAttackable() as bool
script.zs
// Player.isAttackable() as bool;
myPlayer.isAttackable();

Return Type: bool

Getter
script.zs
// Player.isAutoSpinAttack as bool
myPlayer.isAutoSpinAttack

Return Type: bool

isAutoSpinAttack() as bool
script.zs
// Player.isAutoSpinAttack() as bool;
myPlayer.isAutoSpinAttack();

Return Type: bool

Getter
script.zs
// Player.isBaby as bool
myPlayer.isBaby

Return Type: bool

isBaby() as bool
script.zs
// Player.isBaby() as bool;
myPlayer.isBaby();

Return Type: bool

Getter
script.zs
// Player.isBlocking as bool
myPlayer.isBlocking

Return Type: bool

isBlocking() as bool
script.zs
// Player.isBlocking() as bool;
myPlayer.isBlocking();

Return Type: bool

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

Parameters:

pos Type: BlockPos
state Type: BlockState

Return Type: bool

Getter
script.zs
// Player.isCreative as bool
myPlayer.isCreative

Return Type: bool

isCreative() as bool
script.zs
// Player.isCreative() as bool;
myPlayer.isCreative();

Return Type: bool

Getter
script.zs
// Player.isCrouching as bool
myPlayer.isCrouching

Return Type: bool

isCrouching() as bool
script.zs
// Player.isCrouching() as bool;
myPlayer.isCrouching();

Return Type: bool

Getter
script.zs
// Player.isCurrentlyGlowing as bool
myPlayer.isCurrentlyGlowing

Return Type: bool

Getter
script.zs
// Player.isCurrentlyGlowing as bool
myPlayer.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// Player.isCurrentlyGlowing() as bool;
myPlayer.isCurrentlyGlowing();

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// Player.isCurrentlyGlowing() as bool;
myPlayer.isCurrentlyGlowing();

Return Type: bool

Getter
script.zs
// Player.isCustomNameVisible as bool
myPlayer.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
script.zs
// Player.isCustomNameVisible() as bool;
myPlayer.isCustomNameVisible();

Return Type: bool

isDamageSourceBlocked(source as DamageSource) as bool
script.zs
// Player.isDamageSourceBlocked(source as DamageSource) as bool;
myPlayer.isDamageSourceBlocked(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// Player.isDeadOrDying as bool
myPlayer.isDeadOrDying

Return Type: bool

isDeadOrDying() as bool
script.zs
// Player.isDeadOrDying() as bool;
myPlayer.isDeadOrDying();

Return Type: bool

Getter
script.zs
// Player.isDescending as bool
myPlayer.isDescending

Return Type: bool

isDescending() as bool
script.zs
// Player.isDescending() as bool;
myPlayer.isDescending();

Return Type: bool

Getter
script.zs
// Player.isDiscrete as bool
myPlayer.isDiscrete

Return Type: bool

isDiscrete() as bool
script.zs
// Player.isDiscrete() as bool;
myPlayer.isDiscrete();

Return Type: bool

Getter
Checks if this player is a fake player, mainly used for machines.
script.zs
// Player.isFakePlayer as bool
myPlayer.isFakePlayer

Return Type: bool

Getter
script.zs
// Player.isFallFlying as bool
myPlayer.isFallFlying

Return Type: bool

isFallFlying() as bool
script.zs
// Player.isFallFlying() as bool;
myPlayer.isFallFlying();

Return Type: bool

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

Parameters:

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

Return Type: bool

Getter
script.zs
// Player.isFullyFrozen as bool
myPlayer.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
script.zs
// Player.isFullyFrozen() as bool;
myPlayer.isFullyFrozen();

Return Type: bool

isHolding(item as Item) as bool
script.zs
// Player.isHolding(item as Item) as bool;
myPlayer.isHolding(myItem);

Parameters:

Return Type: bool

isHolding(predicate as function(t as ItemStack) as bool) as bool
script.zs
// Player.isHolding(predicate as function(t as ItemStack) as bool) as bool;
myPlayer.isHolding(myPredicate);

Parameters:

predicate Type: function(t as ItemStack) as bool

Return Type: bool

Getter
script.zs
// Player.isHurt as bool
myPlayer.isHurt

Return Type: bool

isHurt() as bool
script.zs
// Player.isHurt() as bool;
myPlayer.isHurt();

Return Type: bool

Getter
script.zs
// Player.isInLava as bool
myPlayer.isInLava

Return Type: bool

isInLava() as bool
script.zs
// Player.isInLava() as bool;
myPlayer.isInLava();

Return Type: bool

Getter
script.zs
// Player.isInvertedHealAndHarm as bool
myPlayer.isInvertedHealAndHarm

Return Type: bool

isInvertedHealAndHarm() as bool
script.zs
// Player.isInvertedHealAndHarm() as bool;
myPlayer.isInvertedHealAndHarm();

Return Type: bool

Getter
script.zs
// Player.isInvisible as bool
myPlayer.isInvisible

Return Type: bool

isInvisible() as bool
script.zs
// Player.isInvisible() as bool;
myPlayer.isInvisible();

Return Type: bool

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

Parameters:

player Type: Player

Return Type: bool

Getter
script.zs
// Player.isInvulnerable as bool
myPlayer.isInvulnerable

Return Type: bool

isInvulnerable() as bool
script.zs
// Player.isInvulnerable() as bool;
myPlayer.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
script.zs
// Player.isInvulnerableTo(source as DamageSource) as bool;
myPlayer.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// Player.isInWall as bool
myPlayer.isInWall

Return Type: bool

isInWall() as bool
script.zs
// Player.isInWall() as bool;
myPlayer.isInWall();

Return Type: bool

Getter
script.zs
// Player.isInWater as bool
myPlayer.isInWater

Return Type: bool

isInWater() as bool
script.zs
// Player.isInWater() as bool;
myPlayer.isInWater();

Return Type: bool

Getter
script.zs
// Player.isInWaterOrBubble as bool
myPlayer.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
script.zs
// Player.isInWaterOrBubble() as bool;
myPlayer.isInWaterOrBubble();

Return Type: bool

Getter
script.zs
// Player.isInWaterOrRain as bool
myPlayer.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
script.zs
// Player.isInWaterOrRain() as bool;
myPlayer.isInWaterOrRain();

Return Type: bool

Getter
script.zs
// Player.isInWaterRainOrBubble as bool
myPlayer.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as bool
script.zs
// Player.isInWaterRainOrBubble() as bool;
myPlayer.isInWaterRainOrBubble();

Return Type: bool

Getter
script.zs
// Player.isLocalPlayer as bool
myPlayer.isLocalPlayer

Return Type: bool

isLocalPlayer() as bool
script.zs
// Player.isLocalPlayer() as bool;
myPlayer.isLocalPlayer();

Return Type: bool

Getter
script.zs
// Player.isNoGravity as bool
myPlayer.isNoGravity

Return Type: bool

isNoGravity() as bool
script.zs
// Player.isNoGravity() as bool;
myPlayer.isNoGravity();

Return Type: bool

Getter
script.zs
// Player.isOnFire as bool
myPlayer.isOnFire

Return Type: bool

isOnFire() as bool
script.zs
// Player.isOnFire() as bool;
myPlayer.isOnFire();

Return Type: bool

Getter
script.zs
// Player.isOnPortalCooldown as bool
myPlayer.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
script.zs
// Player.isOnPortalCooldown() as bool;
myPlayer.isOnPortalCooldown();

Return Type: bool

Getter
script.zs
// Player.isPassenger as bool
myPlayer.isPassenger

Return Type: bool

isPassenger() as bool
script.zs
// Player.isPassenger() as bool;
myPlayer.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
script.zs
// Player.isPassengerOfSameVehicle(entity as Entity) as bool;
myPlayer.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

Getter
script.zs
// Player.isPickable as bool
myPlayer.isPickable

Return Type: bool

isPickable() as bool
script.zs
// Player.isPickable() as bool;
myPlayer.isPickable();

Return Type: bool

Getter
script.zs
// Player.isPushable as bool
myPlayer.isPushable

Return Type: bool

isPushable() as bool
script.zs
// Player.isPushable() as bool;
myPlayer.isPushable();

Return Type: bool

Getter
script.zs
// Player.isPushedByFluid as bool
myPlayer.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
script.zs
// Player.isPushedByFluid() as bool;
myPlayer.isPushedByFluid();

Return Type: bool

Getter
script.zs
// Player.isReducedDebugInfo as bool
myPlayer.isReducedDebugInfo

Return Type: bool

isReducedDebugInfo() as bool
script.zs
// Player.isReducedDebugInfo() as bool;
myPlayer.isReducedDebugInfo();

Return Type: bool

Getter
script.zs
// Player.isRemoved as bool
myPlayer.isRemoved

Return Type: bool

isRemoved() as bool
script.zs
// Player.isRemoved() as bool;
myPlayer.isRemoved();

Return Type: bool

Getter
script.zs
// Player.isScoping as bool
myPlayer.isScoping

Return Type: bool

isScoping() as bool
script.zs
// Player.isScoping() as bool;
myPlayer.isScoping();

Return Type: bool

Getter
script.zs
// Player.isSecondaryUseActive as bool
myPlayer.isSecondaryUseActive

Return Type: bool

isSecondaryUseActive() as bool
script.zs
// Player.isSecondaryUseActive() as bool;
myPlayer.isSecondaryUseActive();

Return Type: bool

Getter
script.zs
// Player.isSensitiveToWater as bool
myPlayer.isSensitiveToWater

Return Type: bool

isSensitiveToWater() as bool
script.zs
// Player.isSensitiveToWater() as bool;
myPlayer.isSensitiveToWater();

Return Type: bool

Getter
script.zs
// Player.isShiftKeyDown as bool
myPlayer.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
script.zs
// Player.isShiftKeyDown() as bool;
myPlayer.isShiftKeyDown();

Return Type: bool

Getter
script.zs
// Player.isSilent as bool
myPlayer.isSilent

Return Type: bool

isSilent() as bool
script.zs
// Player.isSilent() as bool;
myPlayer.isSilent();

Return Type: bool

Getter
script.zs
// Player.isSleeping as bool
myPlayer.isSleeping

Return Type: bool

isSleeping() as bool
script.zs
// Player.isSleeping() as bool;
myPlayer.isSleeping();

Return Type: bool

Getter
script.zs
// Player.isSleepingLongEnough as bool
myPlayer.isSleepingLongEnough

Return Type: bool

isSleepingLongEnough() as bool
script.zs
// Player.isSleepingLongEnough() as bool;
myPlayer.isSleepingLongEnough();

Return Type: bool

Getter
script.zs
// Player.isSpectator as bool
myPlayer.isSpectator

Return Type: bool

isSpectator() as bool
script.zs
// Player.isSpectator() as bool;
myPlayer.isSpectator();

Return Type: bool

Getter
script.zs
// Player.isSprinting as bool
myPlayer.isSprinting

Return Type: bool

isSprinting() as bool
script.zs
// Player.isSprinting() as bool;
myPlayer.isSprinting();

Return Type: bool

Getter
script.zs
// Player.isSteppingCarefully as bool
myPlayer.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
script.zs
// Player.isSteppingCarefully() as bool;
myPlayer.isSteppingCarefully();

Return Type: bool

Getter
script.zs
// Player.isSuppressingBounce as bool
myPlayer.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
script.zs
// Player.isSuppressingBounce() as bool;
myPlayer.isSuppressingBounce();

Return Type: bool

Getter
script.zs
// Player.isSuppressingSlidingDownLadder as bool
myPlayer.isSuppressingSlidingDownLadder

Return Type: bool

isSuppressingSlidingDownLadder() as bool
script.zs
// Player.isSuppressingSlidingDownLadder() as bool;
myPlayer.isSuppressingSlidingDownLadder();

Return Type: bool

Getter
script.zs
// Player.isSwimming as bool
myPlayer.isSwimming

Return Type: bool

isSwimming() as bool
script.zs
// Player.isSwimming() as bool;
myPlayer.isSwimming();

Return Type: bool

Getter
script.zs
// Player.isUnderWater as bool
myPlayer.isUnderWater

Return Type: bool

isUnderWater() as bool
script.zs
// Player.isUnderWater() as bool;
myPlayer.isUnderWater();

Return Type: bool

Getter
script.zs
// Player.isUsingItem as bool
myPlayer.isUsingItem

Return Type: bool

isUsingItem() as bool
script.zs
// Player.isUsingItem() as bool;
myPlayer.isUsingItem();

Return Type: bool

Getter
script.zs
// Player.isVehicle as bool
myPlayer.isVehicle

Return Type: bool

isVehicle() as bool
script.zs
// Player.isVehicle() as bool;
myPlayer.isVehicle();

Return Type: bool

Getter
script.zs
// Player.isVisuallyCrawling as bool
myPlayer.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
script.zs
// Player.isVisuallyCrawling() as bool;
myPlayer.isVisuallyCrawling();

Return Type: bool

Getter
script.zs
// Player.isVisuallySwimming as bool
myPlayer.isVisuallySwimming

Return Type: bool

Getter
script.zs
// Player.isVisuallySwimming as bool
myPlayer.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
script.zs
// Player.isVisuallySwimming() as bool;
myPlayer.isVisuallySwimming();

Return Type: bool

isVisuallySwimming() as bool
script.zs
// Player.isVisuallySwimming() as bool;
myPlayer.isVisuallySwimming();

Return Type: bool

Getter
script.zs
// Player.jumpBoostPower as double
myPlayer.jumpBoostPower

Return Type: double

jumpBoostPower() as double
script.zs
// Player.jumpBoostPower() as double;
myPlayer.jumpBoostPower();

Return Type: double

jumpFromGround()
script.zs
// Player.jumpFromGround();
myPlayer.jumpFromGround();
kill()
script.zs
// Player.kill();
myPlayer.kill();
Getter
script.zs
// Player.killCredit as LivingEntity
myPlayer.killCredit

Return Type: LivingEntity

killCredit() as LivingEntity
script.zs
// Player.killCredit() as LivingEntity;
myPlayer.killCredit();

Return Type: LivingEntity

knockback(x as double, y as double, z as double)
script.zs
// Player.knockback(x as double, y as double, z as double);
myPlayer.knockback(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// Player.lastClimbablePos as BlockPos
myPlayer.lastClimbablePos

Return Type: BlockPos

lastClimbablePos() as BlockPos
script.zs
// Player.lastClimbablePos() as BlockPos;
myPlayer.lastClimbablePos();

Return Type: BlockPos

Getter
script.zs
// Player.lastDamageSource as DamageSource
myPlayer.lastDamageSource

Return Type: DamageSource

lastDamageSource() as DamageSource
script.zs
// Player.lastDamageSource() as DamageSource;
myPlayer.lastDamageSource();

Return Type: DamageSource

Getter
script.zs
// Player.lastHurtByMob as LivingEntity
myPlayer.lastHurtByMob

Return Type: LivingEntity

lastHurtByMob() as LivingEntity
script.zs
// Player.lastHurtByMob() as LivingEntity;
myPlayer.lastHurtByMob();

Return Type: LivingEntity

Getter
script.zs
// Player.lastHurtByMobTimestamp as int
myPlayer.lastHurtByMobTimestamp

Return Type: int

lastHurtByMobTimestamp() as int
script.zs
// Player.lastHurtByMobTimestamp() as int;
myPlayer.lastHurtByMobTimestamp();

Return Type: int

Getter
script.zs
// Player.lastHurtMob as LivingEntity
myPlayer.lastHurtMob

Return Type: LivingEntity

lastHurtMob() as LivingEntity
script.zs
// Player.lastHurtMob() as LivingEntity;
myPlayer.lastHurtMob();

Return Type: LivingEntity

Getter
script.zs
// Player.lastHurtMobTimestamp as int
myPlayer.lastHurtMobTimestamp

Return Type: int

lastHurtMobTimestamp() as int
script.zs
// Player.lastHurtMobTimestamp() as int;
myPlayer.lastHurtMobTimestamp();

Return Type: int

lavaHurt()
script.zs
// Player.lavaHurt();
myPlayer.lavaHurt();
Getter
script.zs
// Player.level as Level
myPlayer.level

Return Type: Level

Getter
script.zs
// Player.lookAngle as Vec3
myPlayer.lookAngle

Return Type: Vec3

lookAngle() as Vec3
script.zs
// Player.lookAngle() as Vec3;
myPlayer.lookAngle();

Return Type: Vec3

Getter
script.zs
// Player.lootTable as ResourceLocation
myPlayer.lootTable

Return Type: ResourceLocation

lootTable() as ResourceLocation
script.zs
// Player.lootTable() as ResourceLocation;
myPlayer.lootTable();

Return Type: ResourceLocation

Getter
script.zs
// Player.luck as float
myPlayer.luck

Return Type: float

luck() as float
script.zs
// Player.luck() as float;
myPlayer.luck();

Return Type: float

magicCrit(entity as Entity)
script.zs
// Player.magicCrit(entity as Entity);
myPlayer.magicCrit(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// Player.mainArm as HumanoidArm
myPlayer.mainArm

Return Type: HumanoidArm

mainArm() as HumanoidArm
script.zs
// Player.mainArm() as HumanoidArm;
myPlayer.mainArm();

Return Type: HumanoidArm

Getter
script.zs
// Player.mainHandItem as ItemStack
myPlayer.mainHandItem

Return Type: ItemStack

mainHandItem() as ItemStack
script.zs
// Player.mainHandItem() as ItemStack;
myPlayer.mainHandItem();

Return Type: ItemStack

Getter
script.zs
// Player.maxAirSupply as int
myPlayer.maxAirSupply

Return Type: int

maxAirSupply() as int
script.zs
// Player.maxAirSupply() as int;
myPlayer.maxAirSupply();

Return Type: int

Getter
script.zs
// Player.maxFallDistance as int
myPlayer.maxFallDistance

Return Type: int

maxFallDistance() as int
script.zs
// Player.maxFallDistance() as int;
myPlayer.maxFallDistance();

Return Type: int

Getter
script.zs
// Player.maxHealth as float
myPlayer.maxHealth

Return Type: float

maxHealth() as float
script.zs
// Player.maxHealth() as float;
myPlayer.maxHealth();

Return Type: float

Getter
script.zs
// Player.mayBuild as bool
myPlayer.mayBuild

Return Type: bool

mayBuild() as bool
script.zs
// Player.mayBuild() as bool;
myPlayer.mayBuild();

Return Type: bool

Getter
script.zs
// Player.mobType as MobType
myPlayer.mobType

Return Type: MobType

mobType() as MobType
script.zs
// Player.mobType() as MobType;
myPlayer.mobType();

Return Type: MobType

Getter
script.zs
// Player.motionDirection as Direction
myPlayer.motionDirection

Return Type: Direction

motionDirection() as Direction
script.zs
// Player.motionDirection() as Direction;
myPlayer.motionDirection();

Return Type: Direction

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

pos Type: BlockPos
yaw Type: float
pitch Type: float
moveTo(x as double, y as double, z as double, yaw as float, pitch as float)
script.zs
// Player.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myPlayer.moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);

Parameters:

x Type: double
y Type: double
z Type: double
yaw Type: float
pitch Type: float
Getter
script.zs
// Player.name as Component
myPlayer.name

Return Type: Component

Getter
script.zs
// Player.name as Component
myPlayer.name

Return Type: Component

name() as Component
script.zs
// Player.name() as Component;
myPlayer.name();

Return Type: Component

name() as Component
script.zs
// Player.name() as Component;
myPlayer.name();

Return Type: Component

Getter
script.zs
// Player.noActionTime as int
myPlayer.noActionTime

Return Type: int

noActionTime() as int
script.zs
// Player.noActionTime() as int;
myPlayer.noActionTime();

Return Type: int

Getter
script.zs
// Player.offHandItem as ItemStack
myPlayer.offHandItem

Return Type: ItemStack

offHandItem() as ItemStack
script.zs
// Player.offHandItem() as ItemStack;
myPlayer.offHandItem();

Return Type: ItemStack

Getter
script.zs
// Player.onGround as bool
myPlayer.onGround

Return Type: bool

Getter
script.zs
// Player.onPos as BlockPos
myPlayer.onPos

Return Type: BlockPos

onPos() as BlockPos
script.zs
// Player.onPos() as BlockPos;
myPlayer.onPos();

Return Type: BlockPos

Getter
script.zs
// Player.passengers as List<Entity>
myPlayer.passengers

Return Type: List<Entity>

passengers() as List<Entity>
script.zs
// Player.passengers() as List<Entity>;
myPlayer.passengers();

Return Type: List<Entity>

Getter
script.zs
// Player.percentFrozen as float
myPlayer.percentFrozen

Return Type: float

percentFrozen() as float
script.zs
// Player.percentFrozen() as float;
myPlayer.percentFrozen();

Return Type: float

Getter
script.zs
// Player.pistonPushReaction as PushReaction
myPlayer.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
script.zs
// Player.pistonPushReaction() as PushReaction;
myPlayer.pistonPushReaction();

Return Type: PushReaction

playNotifySound(event as SoundEvent, source as SoundSource, volume as float, pitch as float)
script.zs
// Player.playNotifySound(event as SoundEvent, source as SoundSource, volume as float, pitch as float);
myPlayer.playNotifySound(mySoundEvent, mySoundSource, myFloat, myFloat);

Parameters:

event Type: SoundEvent
source Type: SoundSource
volume Type: float
pitch Type: float
playSound(sound as SoundEvent, volume as float, pitch as float)
script.zs
// Player.playSound(sound as SoundEvent, volume as float, pitch as float);
myPlayer.playSound(mySoundEvent, myFloat, myFloat);

Parameters:

sound Type: SoundEvent
volume Type: float
pitch Type: float
Getter
script.zs
// Player.portalWaitTime as int
myPlayer.portalWaitTime

Return Type: int

portalWaitTime() as int
script.zs
// Player.portalWaitTime() as int;
myPlayer.portalWaitTime();

Return Type: int

Getter
script.zs
// Player.position as Vec3
myPlayer.position

Return Type: Vec3

position() as Vec3
script.zs
// Player.position() as Vec3;
myPlayer.position();

Return Type: Vec3

positionRider(entity as Entity)
script.zs
// Player.positionRider(entity as Entity);
myPlayer.positionRider(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// Player.random as RandomSource
myPlayer.random

Return Type: RandomSource

random() as RandomSource
script.zs
// Player.random() as RandomSource;
myPlayer.random();

Return Type: RandomSource

Getter
script.zs
// Player.registryName as ResourceLocation
myPlayer.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
script.zs
// Player.registryName() as ResourceLocation;
myPlayer.registryName();

Return Type: ResourceLocation

releaseUsingItem()
script.zs
// Player.releaseUsingItem();
myPlayer.releaseUsingItem();
Getter
script.zs
// Player.remainingFireTicks as int
myPlayer.remainingFireTicks

Return Type: int

remainingFireTicks() as int
script.zs
// Player.remainingFireTicks() as int;
myPlayer.remainingFireTicks();

Return Type: int

removeAllEffects() as bool
script.zs
// Player.removeAllEffects() as bool;
myPlayer.removeAllEffects();

Return Type: bool

removeEffect(effect as MobEffect) as bool
script.zs
// Player.removeEffect(effect as MobEffect) as bool;
myPlayer.removeEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: bool

removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance
script.zs
// Player.removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance;
myPlayer.removeEffectNoUpdate(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: MobEffectInstance

removeTag(tagName as string) as bool
script.zs
// Player.removeTag(tagName as string) as bool;
myPlayer.removeTag(myString);

Parameters:

tagName Type: string

Return Type: bool

removeVehicle()
script.zs
// Player.removeVehicle();
myPlayer.removeVehicle();
respawn()
script.zs
// Player.respawn();
myPlayer.respawn();
Getter
script.zs
// Player.rootVehicle as Entity
myPlayer.rootVehicle

Return Type: Entity

rootVehicle() as Entity
script.zs
// Player.rootVehicle() as Entity;
myPlayer.rootVehicle();

Return Type: Entity

Getter
script.zs
// Player.scale as float
myPlayer.scale

Return Type: float

scale() as float
script.zs
// Player.scale() as float;
myPlayer.scale();

Return Type: float

Getter
script.zs
// Player.score as int
myPlayer.score

Return Type: int

score() as int
script.zs
// Player.score() as int;
myPlayer.score();

Return Type: int

sendMessage(text as Component)
script.zs
// Player.sendMessage(text as Component);
myPlayer.sendMessage(myComponent);

Parameters:

text Type: Component
setAbsorptionAmount(absorption as float)
script.zs
// Player.setAbsorptionAmount(absorption as float);
myPlayer.setAbsorptionAmount(myFloat);

Parameters:

absorption Type: float
setAirSupply(air as int)
script.zs
// Player.setAirSupply(air as int);
myPlayer.setAirSupply(myInt);

Parameters:

air Type: int
setArrowCount(count as int)
script.zs
// Player.setArrowCount(count as int);
myPlayer.setArrowCount(myInt);

Parameters:

count Type: int
setCustomName(name as Component)
script.zs
// Player.setCustomName(name as Component);
myPlayer.setCustomName(myComponent);

Parameters:

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

Parameters:

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

Parameters:

xDelta Type: double
yDelta Type: double
zDelta Type: double
setDiscardFriction(discardFriction as bool)
script.zs
// Player.setDiscardFriction(discardFriction as bool);
myPlayer.setDiscardFriction(myBool);

Parameters:

discardFriction Type: bool
setEntityOnShoulder(entityData as MapData) as bool
script.zs
// Player.setEntityOnShoulder(entityData as MapData) as bool;
myPlayer.setEntityOnShoulder(myMapData);

Parameters:

entityData Type: MapData

Return Type: bool

setGlowingTag(glowing as bool)
script.zs
// Player.setGlowingTag(glowing as bool);
myPlayer.setGlowingTag(myBool);

Parameters:

glowing Type: bool
setHealth(health as float)
script.zs
// Player.setHealth(health as float);
myPlayer.setHealth(myFloat);

Parameters:

health Type: float
setInvisible(invisible as bool)
script.zs
// Player.setInvisible(invisible as bool);
myPlayer.setInvisible(myBool);

Parameters:

invisible Type: bool
setInvulnerable(invulnerable as bool)
script.zs
// Player.setInvulnerable(invulnerable as bool);
myPlayer.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool
setIsInPowderSnow(inPowderSnow as bool)
script.zs
// Player.setIsInPowderSnow(inPowderSnow as bool);
myPlayer.setIsInPowderSnow(myBool);

Parameters:

inPowderSnow Type: bool
setItemInHand(hand as InteractionHand, stack as ItemStack)
script.zs
// Player.setItemInHand(hand as InteractionHand, stack as ItemStack);
myPlayer.setItemInHand(myInteractionHand, myItemStack);

Parameters:

setItemSlot(slot as EquipmentSlot, stack as ItemStack)
script.zs
// Player.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myPlayer.setItemSlot(myEquipmentSlot, myItemStack);

Parameters:

stack Type: ItemStack
setJumping(jumping as bool)
script.zs
// Player.setJumping(jumping as bool);
myPlayer.setJumping(myBool);

Parameters:

jumping Type: bool
setLastHurtByMob(entity as LivingEntity)
script.zs
// Player.setLastHurtByMob(entity as LivingEntity);
myPlayer.setLastHurtByMob(myLivingEntity);

Parameters:

entity Type: LivingEntity
setLastHurtByPlayer(player as Player)
script.zs
// Player.setLastHurtByPlayer(player as Player);
myPlayer.setLastHurtByPlayer(myPlayer);

Parameters:

player Type: Player
setLastHurtMob(entity as Entity)
script.zs
// Player.setLastHurtMob(entity as Entity);
myPlayer.setLastHurtMob(myEntity);

Parameters:

entity Type: Entity
setMainArm(arm as HumanoidArm)
script.zs
// Player.setMainArm(arm as HumanoidArm);
myPlayer.setMainArm(myHumanoidArm);

Parameters:

setNoActionTime(idleTime as int)
script.zs
// Player.setNoActionTime(idleTime as int);
myPlayer.setNoActionTime(myInt);

Parameters:

idleTime Type: int
setNoGravity(noGravity as bool)
script.zs
// Player.setNoGravity(noGravity as bool);
myPlayer.setNoGravity(myBool);

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

x Type: double
y Type: double
z Type: double
setReducedDebugInfo(reducedDebugInfo as bool)
script.zs
// Player.setReducedDebugInfo(reducedDebugInfo as bool);
myPlayer.setReducedDebugInfo(myBool);

Parameters:

reducedDebugInfo Type: bool
setRemainingFireTicks(ticks as int)
script.zs
// Player.setRemainingFireTicks(ticks as int);
myPlayer.setRemainingFireTicks(myInt);

Parameters:

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

Parameters:

setScore(score as int)
script.zs
// Player.setScore(score as int);
myPlayer.setScore(myInt);

Parameters:

score Type: int
setSecondsOnFire(seconds as int)
script.zs
// Player.setSecondsOnFire(seconds as int);
myPlayer.setSecondsOnFire(myInt);

Parameters:

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

Parameters:

keyDown Type: bool
setSilent(silent as bool)
script.zs
// Player.setSilent(silent as bool);
myPlayer.setSilent(myBool);

Parameters:

silent Type: bool
setSleepingPos(pos as BlockPos)
script.zs
// Player.setSleepingPos(pos as BlockPos);
myPlayer.setSleepingPos(myBlockPos);

Parameters:

pos Type: BlockPos
setSpeed(speed as float)
script.zs
// Player.setSpeed(speed as float);
myPlayer.setSpeed(myFloat);

Parameters:

speed Type: float
setSprinting(sprinting as bool)
script.zs
// Player.setSprinting(sprinting as bool);
myPlayer.setSprinting(myBool);

Parameters:

sprinting Type: bool
setStingerCount(count as int)
script.zs
// Player.setStingerCount(count as int);
myPlayer.setStingerCount(myInt);

Parameters:

count Type: int
setSwimming(swimming as bool)
script.zs
// Player.setSwimming(swimming as bool);
myPlayer.setSwimming(myBool);

Parameters:

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

Parameters:

ticks Type: int
Getter
script.zs
// Player.shouldBeSaved as bool
myPlayer.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
script.zs
// Player.shouldBeSaved() as bool;
myPlayer.shouldBeSaved();

Return Type: bool

Getter
script.zs
// Player.shouldDiscardFriction as bool
myPlayer.shouldDiscardFriction

Return Type: bool

shouldDiscardFriction() as bool
script.zs
// Player.shouldDiscardFriction() as bool;
myPlayer.shouldDiscardFriction();

Return Type: bool

Getter
script.zs
// Player.shoulderEntityLeft as MapData
myPlayer.shoulderEntityLeft

Return Type: MapData

shoulderEntityLeft() as MapData
script.zs
// Player.shoulderEntityLeft() as MapData;
myPlayer.shoulderEntityLeft();

Return Type: MapData

Getter
script.zs
// Player.shoulderEntityRight as MapData
myPlayer.shoulderEntityRight

Return Type: MapData

shoulderEntityRight() as MapData
script.zs
// Player.shoulderEntityRight() as MapData;
myPlayer.shoulderEntityRight();

Return Type: MapData

Getter
script.zs
// Player.shouldInformAdmins as bool
myPlayer.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
script.zs
// Player.shouldInformAdmins() as bool;
myPlayer.shouldInformAdmins();

Return Type: bool

Getter
script.zs
// Player.shouldShowName as bool
myPlayer.shouldShowName

Return Type: bool

shouldShowName() as bool
script.zs
// Player.shouldShowName() as bool;
myPlayer.shouldShowName();

Return Type: bool

Getter
script.zs
// Player.showVehicleHealth as bool
myPlayer.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
script.zs
// Player.showVehicleHealth() as bool;
myPlayer.showVehicleHealth();

Return Type: bool

Getter
script.zs
// Player.sleepingPos as BlockPos
myPlayer.sleepingPos

Return Type: BlockPos

sleepingPos() as BlockPos
script.zs
// Player.sleepingPos() as BlockPos;
myPlayer.sleepingPos();

Return Type: BlockPos

Getter
script.zs
// Player.sleepTimer as int
myPlayer.sleepTimer

Return Type: int

sleepTimer() as int
script.zs
// Player.sleepTimer() as int;
myPlayer.sleepTimer();

Return Type: int

Getter
script.zs
// Player.soundSource as SoundSource
myPlayer.soundSource

Return Type: SoundSource

soundSource() as SoundSource
script.zs
// Player.soundSource() as SoundSource;
myPlayer.soundSource();

Return Type: SoundSource

Getter
script.zs
// Player.speed as float
myPlayer.speed

Return Type: float

speed() as float
script.zs
// Player.speed() as float;
myPlayer.speed();

Return Type: float

startRiding(entity as Entity) as bool
script.zs
// Player.startRiding(entity as Entity) as bool;
myPlayer.startRiding(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

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

Parameters:

entity Type: Entity
force Type: bool

Return Type: bool

startSleeping(pos as BlockPos)
script.zs
// Player.startSleeping(pos as BlockPos);
myPlayer.startSleeping(myBlockPos);

Parameters:

pos Type: BlockPos
startUsingItem(param0 as InteractionHand)
script.zs
// Player.startUsingItem(param0 as InteractionHand);
myPlayer.startUsingItem(myInteractionHand);

Parameters:

Getter
script.zs
// Player.stingerCount as int
myPlayer.stingerCount

Return Type: int

stingerCount() as int
script.zs
// Player.stingerCount() as int;
myPlayer.stingerCount();

Return Type: int

stopRiding()
script.zs
// Player.stopRiding();
myPlayer.stopRiding();
stopSleeping()
script.zs
// Player.stopSleeping();
myPlayer.stopSleeping();
stopUsingItem()
script.zs
// Player.stopUsingItem();
myPlayer.stopUsingItem();
Getter
script.zs
// Player.stringUUID as string
myPlayer.stringUUID

Return Type: string

stringUUID() as string
script.zs
// Player.stringUUID() as string;
myPlayer.stringUUID();

Return Type: string

sweepAttack()
script.zs
// Player.sweepAttack();
myPlayer.sweepAttack();
swing(hand as InteractionHand)
script.zs
// Player.swing(hand as InteractionHand);
myPlayer.swing(myInteractionHand);

Parameters:

swing(hand as InteractionHand, updateSelf as bool)
script.zs
// Player.swing(hand as InteractionHand, updateSelf as bool);
myPlayer.swing(myInteractionHand, myBool);

Parameters:

updateSelf Type: bool
Getter
script.zs
// Player.tags as Set<string>
myPlayer.tags

Return Type: Set<string>

tags() as Set<string>
script.zs
// Player.tags() as Set<string>;
myPlayer.tags();

Return Type: Set<string>

Getter
script.zs
// Player.teamColor as int
myPlayer.teamColor

Return Type: int

teamColor() as int
script.zs
// Player.teamColor() as int;
myPlayer.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
script.zs
// Player.teleportTo(x as double, y as double, z as double);
myPlayer.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// Player.ticksFrozen as int
myPlayer.ticksFrozen

Return Type: int

ticksFrozen() as int
script.zs
// Player.ticksFrozen() as int;
myPlayer.ticksFrozen();

Return Type: int

Getter
script.zs
// Player.ticksRequiredToFreeze as int
myPlayer.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
script.zs
// Player.ticksRequiredToFreeze() as int;
myPlayer.ticksRequiredToFreeze();

Return Type: int

Getter
script.zs
// Player.ticksUsingItem as int
myPlayer.ticksUsingItem

Return Type: int

ticksUsingItem() as int
script.zs
// Player.ticksUsingItem() as int;
myPlayer.ticksUsingItem();

Return Type: int

travel(vec as Vec3)
script.zs
// Player.travel(vec as Vec3);
myPlayer.travel(myVec3);

Parameters:

vec Type: Vec3
turn(yaw as double, pitch as double)
script.zs
// Player.turn(yaw as double, pitch as double);
myPlayer.turn(myDouble, myDouble);

Parameters:

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

Return Type: EntityType<Entity>

type() as EntityType<Entity>
script.zs
// Player.type() as EntityType<Entity>;
myPlayer.type();

Return Type: EntityType<Entity>

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

Parameters:

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

Parameters:

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

Parameters:

data Type: MapData - The new Data for this Entity
Getter
script.zs
// Player.usedItemHand as InteractionHand
myPlayer.usedItemHand

Return Type: InteractionHand

usedItemHand() as InteractionHand
script.zs
// Player.usedItemHand() as InteractionHand;
myPlayer.usedItemHand();

Return Type: InteractionHand

Getter
script.zs
// Player.useItem as ItemStack
myPlayer.useItem

Return Type: ItemStack

useItem() as ItemStack
script.zs
// Player.useItem() as ItemStack;
myPlayer.useItem();

Return Type: ItemStack

Getter
script.zs
// Player.useItemRemainingTicks as int
myPlayer.useItemRemainingTicks

Return Type: int

useItemRemainingTicks() as int
script.zs
// Player.useItemRemainingTicks() as int;
myPlayer.useItemRemainingTicks();

Return Type: int

Getter
script.zs
// Player.uuid as UUID
myPlayer.uuid

Return Type: UUID

uuid() as UUID
script.zs
// Player.uuid() as UUID;
myPlayer.uuid();

Return Type: UUID

Getter
script.zs
// Player.vehicle as Entity
myPlayer.vehicle

Return Type: Entity

vehicle() as Entity
script.zs
// Player.vehicle() as Entity;
myPlayer.vehicle();

Return Type: Entity

Getter
script.zs
// Player.voicePitch as float
myPlayer.voicePitch

Return Type: float

voicePitch() as float
script.zs
// Player.voicePitch() as float;
myPlayer.voicePitch();

Return Type: float

Getter
script.zs
// Player.x as double
myPlayer.x

Return Type: double

x() as double
script.zs
// Player.x() as double;
myPlayer.x();

Return Type: double

Getter
script.zs
// Player.xpNeededForNextLevel as int
myPlayer.xpNeededForNextLevel

Return Type: int

xpNeededForNextLevel() as int
script.zs
// Player.xpNeededForNextLevel() as int;
myPlayer.xpNeededForNextLevel();

Return Type: int

Getter
script.zs
// Player.y as double
myPlayer.y

Return Type: double

y() as double
script.zs
// Player.y() as double;
myPlayer.y();

Return Type: double

Getter
script.zs
// Player.z as double
myPlayer.z

Return Type: double

z() as double
script.zs
// Player.z() as double;
myPlayer.z();

Return Type: double