If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at
the top of the file.
import crafttweaker . api.entity.type.player . Player;
Player extends LivingEntity
.
Player
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl <ICapabilityProviderImpl >
,ICapabilityProvider
Undocumented Interfaces IPlayerExtension
, Attackable
, ILivingEntityExtension
, IEntityExtension
, ICapabilitySerializable <CompoundTag >
, INBTSerializable <Tag >
// Player.abilities as Abilities
Return Type:
Abilities
// Player.abilities() as Abilities;
Return Type:
Abilities
// Player.absorptionAmount as float
myPlayer . absorptionAmount
Return Type:
float
// Player.absorptionAmount() as float;
myPlayer . absorptionAmount();
Return Type:
float
// Player.acceptsFailure as bool
Return Type:
bool
// Player.acceptsFailure() as bool;
myPlayer . acceptsFailure();
Return Type:
bool
// Player.acceptsSuccess as bool
Return Type:
bool
// Player.acceptsSuccess() as bool;
myPlayer . acceptsSuccess();
Return Type:
bool
// Player.activeEFfectsMap() as MobEffectInstance[MobEffect];
myPlayer . activeEFfectsMap();
Return Type:
MobEffectInstance [MobEffect ]
// Player.addEffect(effectInstance as MobEffectInstance) as bool;
myPlayer . addEffect(myMobEffectInstance);
Return Type:
bool
// Player.addEffect(effectInstance as MobEffectInstance, entity as Entity) as bool;
myPlayer . addEffect(myMobEffectInstance, myEntity);
Return Type:
bool
// Player.addItem(stack as ItemStack) as bool;
myPlayer . addItem(myItemStack);
Return Type:
bool
// Player.addTag(tagName as string) as bool;
myPlayer . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Player.airSupply as int
Return Type:
int
// Player.airSupply() as int;
Return Type:
int
// Player.allSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Player.allSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Player.alwaysAccepts as bool
Return Type:
bool
// Player.alwaysAccepts() as bool;
myPlayer . alwaysAccepts();
Return Type:
bool
// Player.armorCoverPercentage as float
myPlayer . armorCoverPercentage
Return Type:
float
// Player.armorCoverPercentage() as float;
myPlayer . armorCoverPercentage();
Return Type:
float
// Player.armorSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Player.armorSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Player.armorValue as int
Return Type:
int
// Player.armorValue() as int;
Return Type:
int
// Player.arrowCount as int
Return Type:
int
// Player.arrowCount() as int;
Return Type:
int
// Player.attack(entity as Entity);
myPlayer . attack(myEntity);
// Player.attackable as bool
Return Type:
bool
// Player.attackable() as bool;
Return Type:
bool
// Player.awardStat(stat as ResourceLocation);
myPlayer . awardStat(myResourceLocation);
// Player.awardStat(stat as ResourceLocation, amount as int);
myPlayer . awardStat(myResourceLocation, myInt);
// Player.bbHeight as float
Return Type:
float
// Player.bbHeight() as float;
Return Type:
float
// Player.bbWidth as float
Return Type:
float
// Player.bbWidth() as float;
Return Type:
float
// Player.bedOrientation as Direction
Return Type:
Direction
// Player.bedOrientation() as Direction;
myPlayer . bedOrientation();
Return Type:
Direction
// Player.blockPosiion as BlockPos
Return Type:
BlockPos
// Player.blockPosiion() as BlockPos;
Return Type:
BlockPos
// Player.blockPosition as BlockPos
Return Type:
BlockPos
// Player.blockPosition() as BlockPos;
myPlayer . blockPosition();
Return Type:
BlockPos
// Player.blockX() as int;
Return Type:
int
// Player.blockY() as int;
Return Type:
int
// Player.blockZ() as int;
Return Type:
int
// Player.boundingBox as AABB
Return Type:
AABB
// Player.boundingBox() as AABB;
Return Type:
AABB
// Player.boundingBoxForCulling as AABB
myPlayer . boundingBoxForCulling
Return Type:
AABB
// Player.boundingBoxForCulling() as AABB;
myPlayer . boundingBoxForCulling();
Return Type:
AABB
// Player.canAttack(target as LivingEntity) as bool;
myPlayer . canAttack(myLivingEntity);
Return Type:
bool
// Player.canBeAffected(effectInstance as MobEffectInstance) as bool;
myPlayer . canBeAffected(myMobEffectInstance);
Return Type:
bool
// Player.canBeCollidedWith as bool
myPlayer . canBeCollidedWith
Return Type:
bool
// Player.canBeCollidedWith() as bool;
myPlayer . canBeCollidedWith();
Return Type:
bool
// Player.canBeSeenAsEnemy as bool
myPlayer . canBeSeenAsEnemy
Return Type:
bool
// Player.canBeSeenAsEnemy() as bool;
myPlayer . canBeSeenAsEnemy();
Return Type:
bool
// Player.canBeSeenByAnyone as bool
myPlayer . canBeSeenByAnyone
Return Type:
bool
// Player.canBeSeenByAnyone() as bool;
myPlayer . canBeSeenByAnyone();
Return Type:
bool
// Player.canBreatheUnderwater as bool
myPlayer . canBreatheUnderwater
Return Type:
bool
// Player.canBreatheUnderwater as bool
myPlayer . canBreatheUnderwater
Return Type:
bool
// Player.canBreatheUnderwater() as bool;
myPlayer . canBreatheUnderwater();
Return Type:
bool
// Player.canBreatheUnderwater() as bool;
myPlayer . canBreatheUnderwater();
Return Type:
bool
// Player.canCollideWith(other as Entity) as bool;
myPlayer . canCollideWith(myEntity);
Return Type:
bool
// Player.canEat(ignoreHunger as bool) as bool;
Parameters:
ignoreHunger: bool
Type: bool
Return Type:
bool
// Player.canFreeze as bool
Return Type:
bool
// Player.canFreeze() as bool;
Return Type:
bool
// Player.canHarmPlayer(player as Player) as bool;
myPlayer . canHarmPlayer(myPlayer);
Return Type:
bool
// Player.canStandOnFluid(fluid as Fluid) as bool;
myPlayer . canStandOnFluid(myFluid);
Return Type:
bool
// Player.canTakeItem(stack as ItemStack) as bool;
myPlayer . canTakeItem(myItemStack);
Return Type:
bool
// Player.canUseGameMasterBlocks as bool
myPlayer . canUseGameMasterBlocks
Return Type:
bool
// Player.canUseGameMasterBlocks() as bool;
myPlayer . canUseGameMasterBlocks();
Return Type:
bool
// Player.causeFoodExhaustion(exhaustion as float);
myPlayer . causeFoodExhaustion(myFloat);
Parameters:
exhaustion: float
Type: float
// Player.clearSleepingPos();
myPlayer . clearSleepingPos();
// Player.closerThan(other as Entity, distance as double) as bool;
myPlayer . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// Player.commandSenderWorld as Level
myPlayer . commandSenderWorld
Return Type:
Level
// Player.commandSenderWorld() as Level;
myPlayer . commandSenderWorld();
Return Type:
Level
// Player.controllingPassenger as Entity
myPlayer . controllingPassenger
Return Type:
Entity
// Player.controllingPassenger() as Entity;
myPlayer . controllingPassenger();
Return Type:
Entity
// Player.cooldowns() as ItemCooldowns;
Return Type:
ItemCooldowns
// Player.crit(entity as Entity);
// Player.currentItemAttackStrengthDelay as float
myPlayer . currentItemAttackStrengthDelay
Return Type:
float
// Player.currentItemAttackStrengthDelay() as float;
myPlayer . currentItemAttackStrengthDelay();
Return Type:
float
Gets the custom NBT data for this Entity. // Player.customData as MapData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// Player.customData() as MapData;
Return Type:
MapData
// Player.customName as Component
Return Type:
Component
// Player.customName as Component
Return Type:
Component
// Player.customName() as Component;
Return Type:
Component
// Player.customName() as Component;
Return Type:
Component
// Player.dampensVibrations as bool
myPlayer . dampensVibrations
Return Type:
bool
// Player.dampensVibrations() as bool;
myPlayer . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // Player.data as MapData
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// Player.data() as MapData;
Return Type:
MapData
// Player.deltaMovement as Vec3
Return Type:
Vec3
// Player.deltaMovement = (deltaMovement as Vec3);
myPlayer . deltaMovement = myVec3;
// Player.deltaMovement() as Vec3;
myPlayer . deltaMovement();
Return Type:
Vec3
// Player.deltaMovement(deltaMovement as Vec3);
myPlayer . deltaMovement(myVec3);
// Player.die(source as DamageSource);
myPlayer . die(myDamageSource);
// Player.dimensionChangingDelay as int
myPlayer . dimensionChangingDelay
Return Type:
int
// Player.dimensionChangingDelay() as int;
myPlayer . dimensionChangingDelay();
Return Type:
int
// Player.direction as Direction
Return Type:
Direction
// Player.direction() as Direction;
Return Type:
Direction
// Player.disableShield(usingAxe as bool);
myPlayer . disableShield(myBool);
Parameters:
usingAxe: bool
Type: bool
// Player.dismountsUnderwater as bool
myPlayer . dismountsUnderwater
Return Type:
bool
// Player.displayClientMessage(component as Component, actionBar as bool);
myPlayer . displayClientMessage(myComponent, myBool);
Parameters:
actionBar: bool
Type: bool
// Player.displayName as Component
Return Type:
Component
// Player.displayName as Component
Return Type:
Component
// Player.displayName() as Component;
Return Type:
Component
// Player.displayName() as Component;
Return Type:
Component
// Player.distanceTo(entity as Entity) as float;
myPlayer . distanceTo(myEntity);
Return Type:
float
// Player.distanceToSqr(x as double, y as double, z as double) as double;
myPlayer . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// Player.distanceToSqr(entity as Entity) as double;
myPlayer . distanceToSqr(myEntity);
Return Type:
double
// Player.distanceToSqr(vec as Vec3) as double;
myPlayer . distanceToSqr(myVec3);
Return Type:
double
// Player.doHurtTarget(entity as Entity) as bool;
myPlayer . doHurtTarget(myEntity);
Return Type:
bool
// Player.drop(stack as ItemStack, traceItem as bool) as ItemEntity;
myPlayer . drop(myItemStack, myBool);
Parameters:
traceItem: bool
Type: bool
Return Type:
ItemEntity
// Player.eat(level as Level, stack as ItemStack) as ItemStack;
myPlayer . eat(myLevel, myItemStack);
Return Type:
ItemStack
// Player.ejectPassengers();
myPlayer . ejectPassengers();
// Player.enchantmentSeed as int
Return Type:
int
// Player.enchantmentSeed() as int;
myPlayer . enchantmentSeed();
Return Type:
int
// Player.experienceLevel as int
Return Type:
int
// Player.experienceLevel = (level as int);
myPlayer . experienceLevel = myInt;
// Player.experienceLevel() as int;
myPlayer . experienceLevel();
Return Type:
int
// Player.experienceLevel(level as int);
myPlayer . experienceLevel(myInt);
// Player.eyeHeight as float
Return Type:
float
// Player.eyeHeight() as float;
Return Type:
float
// Player.eyePosition as Vec3
Return Type:
Vec3
// Player.eyePosition() as Vec3;
Return Type:
Vec3
// Player.eyeY() as double;
Return Type:
double
// Player.fallFlyingTicks as int
Return Type:
int
// Player.fallFlyingTicks() as int;
myPlayer . fallFlyingTicks();
Return Type:
int
// Player.feetBlockState as BlockState
Return Type:
BlockState
// Player.feetBlockState() as BlockState;
myPlayer . feetBlockState();
Return Type:
BlockState
// Player.fireImmune as bool
Return Type:
bool
// Player.fireImmune() as bool;
Return Type:
bool
// Player.firstPassenger as Entity
Return Type:
Entity
// Player.firstPassenger() as Entity;
myPlayer . firstPassenger();
Return Type:
Entity
// Player.fluidJumpThreshold as double
myPlayer . fluidJumpThreshold
Return Type:
double
// Player.fluidJumpThreshold() as double;
myPlayer . fluidJumpThreshold();
Return Type:
double
// Player.foodData as FoodData
Return Type:
FoodData
// Player.foodData() as FoodData;
Return Type:
FoodData
// Player.forceAddEffect(effectInstance as MobEffectInstance, entity as Entity);
myPlayer . forceAddEffect(myMobEffectInstance, myEntity);
// Player.forward as Vec3
Return Type:
Vec3
// Player.forward() as Vec3;
Return Type:
Vec3
// Player.getAttribute(attribute as Attribute) as AttributeInstance;
myPlayer . getAttribute(myAttribute);
Return Type:
AttributeInstance
// Player.getAttributeBaseValue(attribute as Attribute) as double;
myPlayer . getAttributeBaseValue(myAttribute);
Return Type:
double
// Player.getAttributeValue(attribute as Attribute) as double;
myPlayer . getAttributeValue(myAttribute);
Return Type:
double
Gets the capability for the given side. Returns : The found capability or null.
// Player.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myPlayer . getCapability < T>(Capabilities.ENERGY, <constant : minecraft:direction:north > );
Return Type:
T ?
Gets the capability. Returns : The found capability or null.
// Player.getCapability<T>(cap as Capability<T>) as T?;
myPlayer . getCapability < T>( Capabilities . ENERGY);
Return Type:
T ?
// Player.getDestroySpeed(state as BlockState) as float;
myPlayer . getDestroySpeed(myBlockState);
Return Type:
float
// Player.getEffect(effect as MobEffect) as MobEffectInstance;
myPlayer . getEffect(myMobEffect);
Return Type:
MobEffectInstance
// Player.getEyePosition(partialTicks as float) as Vec3;
myPlayer . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Player.getItemBySlot(slot as EquipmentSlot) as ItemStack;
myPlayer . getItemBySlot(myEquipmentSlot);
Return Type:
ItemStack
// Player.getItemInHand(hand as InteractionHand) as ItemStack;
myPlayer . getItemInHand(myInteractionHand);
Return Type:
ItemStack
// Player.getPosition(partialTicks as float) as Vec3;
myPlayer . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Player.getSwimAmount(partialTicks as float) as float;
myPlayer . getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
float
// Player.getUpVector(partialTicks as float) as Vec3;
myPlayer . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Player.getViewVector(partialTicks as float) as Vec3;
myPlayer . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Player.getVisibilityPercent(lookingEntity as Entity) as double;
myPlayer . getVisibilityPercent(myEntity);
Return Type:
double
// Player.getX(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Player.getY(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Player.getZ(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Player.give(stack as IItemStack, slot as int = -1);
myPlayer . give(myIItemStack, myInt);
Parameters:
slot: int
(optional) Type: int
Default Value: -1
// Player.giveExperienceLevels(levels as int);
myPlayer . giveExperienceLevels(myInt);
// Player.giveExperiencePoints(amount as int);
myPlayer . giveExperiencePoints(myInt);
// Player.handSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Player.handSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Player.hasCorrectToolForDrops(state as BlockState) as bool;
myPlayer . hasCorrectToolForDrops(myBlockState);
Return Type:
bool
// Player.hasCustomName as bool
Return Type:
bool
// Player.hasCustomName as bool
Return Type:
bool
// Player.hasCustomName() as bool;
myPlayer . hasCustomName();
Return Type:
bool
// Player.hasCustomName() as bool;
myPlayer . hasCustomName();
Return Type:
bool
// Player.hasEffect(effect as MobEffect) as bool;
myPlayer . hasEffect(myMobEffect);
Return Type:
bool
// Player.hasExactlyOnePlayerPassenger as bool
myPlayer . hasExactlyOnePlayerPassenger
Return Type:
bool
// Player.hasExactlyOnePlayerPassenger() as bool;
myPlayer . hasExactlyOnePlayerPassenger();
Return Type:
bool
// Player.hasGlowingTag as bool
Return Type:
bool
// Player.hasGlowingTag() as bool;
myPlayer . hasGlowingTag();
Return Type:
bool
// Player.hasIndirectPassenger(entity as Entity) as bool;
myPlayer . hasIndirectPassenger(myEntity);
Return Type:
bool
// Player.hasItemInSlot(slot as EquipmentSlot) as bool;
myPlayer . hasItemInSlot(myEquipmentSlot);
Return Type:
bool
// Player.hasLineOfSight(entity as Entity) as bool;
myPlayer . hasLineOfSight(myEntity);
Return Type:
bool
// Player.hasPassenger(entity as Entity) as bool;
myPlayer . hasPassenger(myEntity);
Return Type:
bool
// Player.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myPlayer . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// Player.heal(amount as float);
Parameters:
amount: float
Type: float
// Player.health as float
Return Type:
float
// Player.health() as float;
Return Type:
float
// Player.hurt(source as DamageSource, amount as float) as bool;
myPlayer . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// Player.increaseScore(score as int);
myPlayer . increaseScore(myInt);
// Player.inventory as Inventory
Return Type:
Inventory
// Player.inventory() as Inventory;
Return Type:
Inventory
// Player.isAffectedByPotions as bool
myPlayer . isAffectedByPotions
Return Type:
bool
// Player.isAffectedByPotions() as bool;
myPlayer . isAffectedByPotions();
Return Type:
bool
// Player.isAlive as bool
Return Type:
bool
// Player.isAlive() as bool;
Return Type:
bool
// Player.isAlwaysTicking as bool
Return Type:
bool
// Player.isAlwaysTicking() as bool;
myPlayer . isAlwaysTicking();
Return Type:
bool
// Player.isAttackable as bool
Return Type:
bool
// Player.isAttackable() as bool;
Return Type:
bool
// Player.isAutoSpinAttack as bool
myPlayer . isAutoSpinAttack
Return Type:
bool
// Player.isAutoSpinAttack() as bool;
myPlayer . isAutoSpinAttack();
Return Type:
bool
// Player.isBaby() as bool;
Return Type:
bool
// Player.isBlocking as bool
Return Type:
bool
// Player.isBlocking() as bool;
Return Type:
bool
// Player.isColliding(pos as BlockPos, state as BlockState) as bool;
myPlayer . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// Player.isCreative as bool
Return Type:
bool
// Player.isCreative() as bool;
Return Type:
bool
// Player.isCrouching as bool
Return Type:
bool
// Player.isCrouching() as bool;
Return Type:
bool
// Player.isCurrentlyGlowing as bool
myPlayer . isCurrentlyGlowing
Return Type:
bool
// Player.isCurrentlyGlowing as bool
myPlayer . isCurrentlyGlowing
Return Type:
bool
// Player.isCurrentlyGlowing() as bool;
myPlayer . isCurrentlyGlowing();
Return Type:
bool
// Player.isCurrentlyGlowing() as bool;
myPlayer . isCurrentlyGlowing();
Return Type:
bool
// Player.isCustomNameVisible as bool
myPlayer . isCustomNameVisible
Return Type:
bool
// Player.isCustomNameVisible() as bool;
myPlayer . isCustomNameVisible();
Return Type:
bool
// Player.isDamageSourceBlocked(source as DamageSource) as bool;
myPlayer . isDamageSourceBlocked(myDamageSource);
Return Type:
bool
// Player.isDeadOrDying as bool
Return Type:
bool
// Player.isDeadOrDying() as bool;
myPlayer . isDeadOrDying();
Return Type:
bool
// Player.isDescending as bool
Return Type:
bool
// Player.isDescending() as bool;
Return Type:
bool
// Player.isDiscrete as bool
Return Type:
bool
// Player.isDiscrete() as bool;
Return Type:
bool
Checks if this player is a fake player, mainly used for machines. // Player.isFakePlayer as bool
Return Type:
bool
// Player.isFallFlying as bool
Return Type:
bool
// Player.isFallFlying() as bool;
Return Type:
bool
// Player.isFree(x as double, y as double, z as double) as bool;
myPlayer . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// Player.isFullyFrozen as bool
Return Type:
bool
// Player.isFullyFrozen() as bool;
myPlayer . isFullyFrozen();
Return Type:
bool
// Player.isHolding(item as Item) as bool;
myPlayer . isHolding(myItem);
Return Type:
bool
// Player.isHolding(predicate as function(t as ItemStack) as bool) as bool;
myPlayer . isHolding(myPredicate);
Return Type:
bool
// Player.isHurt() as bool;
Return Type:
bool
// Player.isInLava as bool
Return Type:
bool
// Player.isInLava() as bool;
Return Type:
bool
// Player.isInvertedHealAndHarm as bool
myPlayer . isInvertedHealAndHarm
Return Type:
bool
// Player.isInvertedHealAndHarm() as bool;
myPlayer . isInvertedHealAndHarm();
Return Type:
bool
// Player.isInvisible as bool
Return Type:
bool
// Player.isInvisible() as bool;
Return Type:
bool
// Player.isInvisibleTo(player as Player) as bool;
myPlayer . isInvisibleTo(myPlayer);
Return Type:
bool
// Player.isInvulnerable as bool
Return Type:
bool
// Player.isInvulnerable() as bool;
myPlayer . isInvulnerable();
Return Type:
bool
// Player.isInvulnerableTo(source as DamageSource) as bool;
myPlayer . isInvulnerableTo(myDamageSource);
Return Type:
bool
// Player.isInWall as bool
Return Type:
bool
// Player.isInWall() as bool;
Return Type:
bool
// Player.isInWater as bool
Return Type:
bool
// Player.isInWater() as bool;
Return Type:
bool
// Player.isInWaterOrBubble as bool
myPlayer . isInWaterOrBubble
Return Type:
bool
// Player.isInWaterOrBubble() as bool;
myPlayer . isInWaterOrBubble();
Return Type:
bool
// Player.isInWaterOrRain as bool
Return Type:
bool
// Player.isInWaterOrRain() as bool;
myPlayer . isInWaterOrRain();
Return Type:
bool
// Player.isInWaterRainOrBubble as bool
myPlayer . isInWaterRainOrBubble
Return Type:
bool
// Player.isInWaterRainOrBubble() as bool;
myPlayer . isInWaterRainOrBubble();
Return Type:
bool
// Player.isLocalPlayer as bool
Return Type:
bool
// Player.isLocalPlayer() as bool;
myPlayer . isLocalPlayer();
Return Type:
bool
// Player.isNoGravity as bool
Return Type:
bool
// Player.isNoGravity() as bool;
Return Type:
bool
// Player.isOnFire as bool
Return Type:
bool
// Player.isOnFire() as bool;
Return Type:
bool
// Player.isOnPortalCooldown as bool
myPlayer . isOnPortalCooldown
Return Type:
bool
// Player.isOnPortalCooldown() as bool;
myPlayer . isOnPortalCooldown();
Return Type:
bool
// Player.isPassenger as bool
Return Type:
bool
// Player.isPassenger() as bool;
Return Type:
bool
// Player.isPassengerOfSameVehicle(entity as Entity) as bool;
myPlayer . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// Player.isPickable as bool
Return Type:
bool
// Player.isPickable() as bool;
Return Type:
bool
// Player.isPushable as bool
Return Type:
bool
// Player.isPushable() as bool;
Return Type:
bool
// Player.isPushedByFluid as bool
Return Type:
bool
// Player.isPushedByFluid() as bool;
myPlayer . isPushedByFluid();
Return Type:
bool
// Player.isReducedDebugInfo as bool
myPlayer . isReducedDebugInfo
Return Type:
bool
// Player.isReducedDebugInfo() as bool;
myPlayer . isReducedDebugInfo();
Return Type:
bool
// Player.isRemoved as bool
Return Type:
bool
// Player.isRemoved() as bool;
Return Type:
bool
// Player.isScoping as bool
Return Type:
bool
// Player.isScoping() as bool;
Return Type:
bool
// Player.isSecondaryUseActive as bool
myPlayer . isSecondaryUseActive
Return Type:
bool
// Player.isSecondaryUseActive() as bool;
myPlayer . isSecondaryUseActive();
Return Type:
bool
// Player.isSensitiveToWater as bool
myPlayer . isSensitiveToWater
Return Type:
bool
// Player.isSensitiveToWater() as bool;
myPlayer . isSensitiveToWater();
Return Type:
bool
// Player.isShiftKeyDown as bool
Return Type:
bool
// Player.isShiftKeyDown() as bool;
myPlayer . isShiftKeyDown();
Return Type:
bool
// Player.isSilent as bool
Return Type:
bool
// Player.isSilent() as bool;
Return Type:
bool
// Player.isSleeping as bool
Return Type:
bool
// Player.isSleeping() as bool;
Return Type:
bool
// Player.isSleepingLongEnough as bool
myPlayer . isSleepingLongEnough
Return Type:
bool
// Player.isSleepingLongEnough() as bool;
myPlayer . isSleepingLongEnough();
Return Type:
bool
// Player.isSpectator as bool
Return Type:
bool
// Player.isSpectator() as bool;
Return Type:
bool
// Player.isSprinting as bool
Return Type:
bool
// Player.isSprinting() as bool;
Return Type:
bool
// Player.isSteppingCarefully as bool
myPlayer . isSteppingCarefully
Return Type:
bool
// Player.isSteppingCarefully() as bool;
myPlayer . isSteppingCarefully();
Return Type:
bool
// Player.isSuppressingBounce as bool
myPlayer . isSuppressingBounce
Return Type:
bool
// Player.isSuppressingBounce() as bool;
myPlayer . isSuppressingBounce();
Return Type:
bool
// Player.isSuppressingSlidingDownLadder as bool
myPlayer . isSuppressingSlidingDownLadder
Return Type:
bool
// Player.isSuppressingSlidingDownLadder() as bool;
myPlayer . isSuppressingSlidingDownLadder();
Return Type:
bool
// Player.isSwimming as bool
Return Type:
bool
// Player.isSwimming() as bool;
Return Type:
bool
// Player.isUnderWater as bool
Return Type:
bool
// Player.isUnderWater() as bool;
Return Type:
bool
// Player.isUsingItem as bool
Return Type:
bool
// Player.isUsingItem() as bool;
Return Type:
bool
// Player.isVehicle as bool
Return Type:
bool
// Player.isVehicle() as bool;
Return Type:
bool
// Player.isVisuallyCrawling as bool
myPlayer . isVisuallyCrawling
Return Type:
bool
// Player.isVisuallyCrawling() as bool;
myPlayer . isVisuallyCrawling();
Return Type:
bool
// Player.isVisuallySwimming as bool
myPlayer . isVisuallySwimming
Return Type:
bool
// Player.isVisuallySwimming as bool
myPlayer . isVisuallySwimming
Return Type:
bool
// Player.isVisuallySwimming() as bool;
myPlayer . isVisuallySwimming();
Return Type:
bool
// Player.isVisuallySwimming() as bool;
myPlayer . isVisuallySwimming();
Return Type:
bool
// Player.jumpBoostPower as double
Return Type:
double
// Player.jumpBoostPower() as double;
myPlayer . jumpBoostPower();
Return Type:
double
// Player.jumpFromGround();
myPlayer . jumpFromGround();
// Player.killCredit as LivingEntity
Return Type:
LivingEntity
// Player.killCredit() as LivingEntity;
Return Type:
LivingEntity
// Player.knockback(x as double, y as double, z as double);
myPlayer . knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Player.lastClimbablePos as BlockPos
myPlayer . lastClimbablePos
Return Type:
BlockPos
// Player.lastClimbablePos() as BlockPos;
myPlayer . lastClimbablePos();
Return Type:
BlockPos
// Player.lastDamageSource as DamageSource
myPlayer . lastDamageSource
Return Type:
DamageSource
// Player.lastDamageSource() as DamageSource;
myPlayer . lastDamageSource();
Return Type:
DamageSource
// Player.lastHurtByMob as LivingEntity
Return Type:
LivingEntity
// Player.lastHurtByMob() as LivingEntity;
myPlayer . lastHurtByMob();
Return Type:
LivingEntity
// Player.lastHurtByMobTimestamp as int
myPlayer . lastHurtByMobTimestamp
Return Type:
int
// Player.lastHurtByMobTimestamp() as int;
myPlayer . lastHurtByMobTimestamp();
Return Type:
int
// Player.lastHurtMob as LivingEntity
Return Type:
LivingEntity
// Player.lastHurtMob() as LivingEntity;
Return Type:
LivingEntity
// Player.lastHurtMobTimestamp as int
myPlayer . lastHurtMobTimestamp
Return Type:
int
// Player.lastHurtMobTimestamp() as int;
myPlayer . lastHurtMobTimestamp();
Return Type:
int
// Player.lookAngle as Vec3
Return Type:
Vec3
// Player.lookAngle() as Vec3;
Return Type:
Vec3
// Player.luck() as float;
Return Type:
float
// Player.magicCrit(entity as Entity);
myPlayer . magicCrit(myEntity);
// Player.mainArm as HumanoidArm
Return Type:
HumanoidArm
// Player.mainArm() as HumanoidArm;
Return Type:
HumanoidArm
// Player.mainHandItem as ItemStack
Return Type:
ItemStack
// Player.mainHandItem() as ItemStack;
Return Type:
ItemStack
// Player.maxAirSupply as int
Return Type:
int
// Player.maxAirSupply() as int;
Return Type:
int
// Player.maxFallDistance as int
Return Type:
int
// Player.maxFallDistance() as int;
myPlayer . maxFallDistance();
Return Type:
int
// Player.maxHealth as float
Return Type:
float
// Player.maxHealth() as float;
Return Type:
float
// Player.mayBuild as bool
Return Type:
bool
// Player.mayBuild() as bool;
Return Type:
bool
// Player.mobType as MobType
Return Type:
MobType
// Player.mobType() as MobType;
Return Type:
MobType
// Player.motionDirection as Direction
Return Type:
Direction
// Player.motionDirection() as Direction;
myPlayer . motionDirection();
Return Type:
Direction
// Player.moveRelative(amount as float, relative as Vec3);
myPlayer . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// Player.moveTo(vec as Vec3);
// Player.moveTo(x as double, y as double, z as double);
myPlayer . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Player.moveTo(pos as BlockPos, yaw as float, pitch as float);
myPlayer . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// 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: double
Type: double
y: double
Type: double
z: double
Type: double
yaw: float
Type: float
pitch: float
Type: float
// Player.name as Component
Return Type:
Component
// Player.name as Component
Return Type:
Component
// Player.name() as Component;
Return Type:
Component
// Player.name() as Component;
Return Type:
Component
// Player.noActionTime as int
Return Type:
int
// Player.noActionTime() as int;
Return Type:
int
// Player.offHandItem as ItemStack
Return Type:
ItemStack
// Player.offHandItem() as ItemStack;
Return Type:
ItemStack
// Player.onGround as bool
Return Type:
bool
// Player.onPos as BlockPos
Return Type:
BlockPos
// Player.onPos() as BlockPos;
Return Type:
BlockPos
// Player.passengers as List<Entity>
Return Type:
List <Entity >
// Player.passengers() as List<Entity>;
Return Type:
List <Entity >
// Player.percentFrozen as float
Return Type:
float
// Player.percentFrozen() as float;
myPlayer . percentFrozen();
Return Type:
float
// Player.pistonPushReaction as PushReaction
myPlayer . pistonPushReaction
Return Type:
PushReaction
// Player.pistonPushReaction() as PushReaction;
myPlayer . pistonPushReaction();
Return Type:
PushReaction
// Player.playNotifySound(event as SoundEvent, source as SoundSource, volume as float, pitch as float);
myPlayer . playNotifySound(mySoundEvent, mySoundSource, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// Player.playSound(sound as SoundEvent, volume as float, pitch as float);
myPlayer . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// Player.portalWaitTime as int
Return Type:
int
// Player.portalWaitTime() as int;
myPlayer . portalWaitTime();
Return Type:
int
// Player.position as Vec3
Return Type:
Vec3
// Player.position() as Vec3;
Return Type:
Vec3
// Player.positionRider(entity as Entity);
myPlayer . positionRider(myEntity);
// Player.random() as RandomSource;
Return Type:
RandomSource
// Player.releaseUsingItem();
myPlayer . releaseUsingItem();
// Player.remainingFireTicks as int
myPlayer . remainingFireTicks
Return Type:
int
// Player.remainingFireTicks() as int;
myPlayer . remainingFireTicks();
Return Type:
int
// Player.removeAllEffects() as bool;
myPlayer . removeAllEffects();
Return Type:
bool
// Player.removeEffect(effect as MobEffect) as bool;
myPlayer . removeEffect(myMobEffect);
Return Type:
bool
// Player.removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance;
myPlayer . removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
// Player.removeTag(tagName as string) as bool;
myPlayer . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Player.removeVehicle();
myPlayer . removeVehicle();
// Player.rootVehicle as Entity
Return Type:
Entity
// Player.rootVehicle() as Entity;
Return Type:
Entity
// Player.scale() as float;
Return Type:
float
// Player.score() as int;
Return Type:
int
// Player.sendMessage(text as Component);
myPlayer . sendMessage(myComponent);
// Player.setAbsorptionAmount(absorption as float);
myPlayer . setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
// Player.setAirSupply(air as int);
myPlayer . setAirSupply(myInt);
// Player.setArrowCount(count as int);
myPlayer . setArrowCount(myInt);
// Player.setCustomName(name as Component);
myPlayer . setCustomName(myComponent);
// Player.setCustomNameVisible(visible as bool);
myPlayer . setCustomNameVisible(myBool);
// Player.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myPlayer . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// Player.setDiscardFriction(discardFriction as bool);
myPlayer . setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
// Player.setEntityOnShoulder(entityData as MapData) as bool;
myPlayer . setEntityOnShoulder(myMapData);
Return Type:
bool
// Player.setGlowingTag(glowing as bool);
myPlayer . setGlowingTag(myBool);
// Player.setHealth(health as float);
myPlayer . setHealth(myFloat);
Parameters:
health: float
Type: float
// Player.setInvisible(invisible as bool);
myPlayer . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// Player.setInvulnerable(invulnerable as bool);
myPlayer . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// Player.setIsInPowderSnow(inPowderSnow as bool);
myPlayer . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// Player.setItemInHand(hand as InteractionHand, stack as ItemStack);
myPlayer . setItemInHand(myInteractionHand, myItemStack);
// Player.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myPlayer . setItemSlot(myEquipmentSlot, myItemStack);
// Player.setJumping(jumping as bool);
myPlayer . setJumping(myBool);
// Player.setLastHurtByMob(entity as LivingEntity);
myPlayer . setLastHurtByMob(myLivingEntity);
// Player.setLastHurtByPlayer(player as Player);
myPlayer . setLastHurtByPlayer(myPlayer);
// Player.setLastHurtMob(entity as Entity);
myPlayer . setLastHurtMob(myEntity);
// Player.setMainArm(arm as HumanoidArm);
myPlayer . setMainArm(myHumanoidArm);
// Player.setNoActionTime(idleTime as int);
myPlayer . setNoActionTime(myInt);
// Player.setNoGravity(noGravity as bool);
myPlayer . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// Player.setOldPosAndRot();
myPlayer . setOldPosAndRot();
// Player.setOnGround(onGround as bool);
myPlayer . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// Player.setPortalCooldown();
myPlayer . setPortalCooldown();
// Player.setPos(position as Vec3);
// Player.setPos(x as double, y as double, z as double);
myPlayer . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Player.setPosRaw(x as double, y as double, z as double);
myPlayer . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Player.setReducedDebugInfo(reducedDebugInfo as bool);
myPlayer . setReducedDebugInfo(myBool);
Parameters:
reducedDebugInfo: bool
Type: bool
// Player.setRemainingFireTicks(ticks as int);
myPlayer . setRemainingFireTicks(myInt);
// Player.setRemoved(var1 as RemovalReason);
myPlayer . setRemoved(myRemovalReason);
// Player.setScore(score as int);
myPlayer . setScore(myInt);
// Player.setSecondsOnFire(seconds as int);
myPlayer . setSecondsOnFire(myInt);
// Player.setShiftKeyDown(keyDown as bool);
myPlayer . setShiftKeyDown(myBool);
// Player.setSilent(silent as bool);
myPlayer . setSilent(myBool);
// Player.setSleepingPos(pos as BlockPos);
myPlayer . setSleepingPos(myBlockPos);
// Player.setSpeed(speed as float);
myPlayer . setSpeed(myFloat);
// Player.setSprinting(sprinting as bool);
myPlayer . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// Player.setStingerCount(count as int);
myPlayer . setStingerCount(myInt);
// Player.setSwimming(swimming as bool);
myPlayer . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// Player.setTicksFrozen(ticks as int);
myPlayer . setTicksFrozen(myInt);
// Player.shouldBeSaved as bool
Return Type:
bool
// Player.shouldBeSaved() as bool;
myPlayer . shouldBeSaved();
Return Type:
bool
// Player.shouldDiscardFriction as bool
myPlayer . shouldDiscardFriction
Return Type:
bool
// Player.shouldDiscardFriction() as bool;
myPlayer . shouldDiscardFriction();
Return Type:
bool
// Player.shoulderEntityLeft as MapData
myPlayer . shoulderEntityLeft
Return Type:
MapData
// Player.shoulderEntityLeft() as MapData;
myPlayer . shoulderEntityLeft();
Return Type:
MapData
// Player.shoulderEntityRight as MapData
myPlayer . shoulderEntityRight
Return Type:
MapData
// Player.shoulderEntityRight() as MapData;
myPlayer . shoulderEntityRight();
Return Type:
MapData
// Player.shouldInformAdmins as bool
myPlayer . shouldInformAdmins
Return Type:
bool
// Player.shouldInformAdmins() as bool;
myPlayer . shouldInformAdmins();
Return Type:
bool
// Player.shouldShowName as bool
Return Type:
bool
// Player.shouldShowName() as bool;
myPlayer . shouldShowName();
Return Type:
bool
// Player.showVehicleHealth as bool
myPlayer . showVehicleHealth
Return Type:
bool
// Player.showVehicleHealth() as bool;
myPlayer . showVehicleHealth();
Return Type:
bool
// Player.sleepingPos as BlockPos
Return Type:
BlockPos
// Player.sleepingPos() as BlockPos;
Return Type:
BlockPos
// Player.sleepTimer as int
Return Type:
int
// Player.sleepTimer() as int;
Return Type:
int
// Player.soundSource as SoundSource
Return Type:
SoundSource
// Player.soundSource() as SoundSource;
Return Type:
SoundSource
// Player.speed() as float;
Return Type:
float
// Player.startRiding(entity as Entity) as bool;
myPlayer . startRiding(myEntity);
Return Type:
bool
// Player.startRiding(entity as Entity, force as bool) as bool;
myPlayer . startRiding(myEntity, myBool);
Return Type:
bool
// Player.startSleeping(pos as BlockPos);
myPlayer . startSleeping(myBlockPos);
// Player.startUsingItem(param0 as InteractionHand);
myPlayer . startUsingItem(myInteractionHand);
// Player.stingerCount as int
Return Type:
int
// Player.stingerCount() as int;
Return Type:
int
// Player.stopSleeping();
// Player.stopUsingItem();
myPlayer . stopUsingItem();
// Player.stringUUID as string
Return Type:
string
// Player.stringUUID() as string;
Return Type:
string
// Player.swing(hand as InteractionHand);
myPlayer . swing(myInteractionHand);
// Player.swing(hand as InteractionHand, updateSelf as bool);
myPlayer . swing(myInteractionHand, myBool);
Parameters:
updateSelf: bool
Type: bool
// Player.tags as Set<string>
Return Type:
Set <string >
// Player.tags() as Set<string>;
Return Type:
Set <string >
// Player.teamColor as int
Return Type:
int
// Player.teamColor() as int;
Return Type:
int
// Player.teleportTo(x as double, y as double, z as double);
myPlayer . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Player.ticksFrozen as int
Return Type:
int
// Player.ticksFrozen() as int;
Return Type:
int
// Player.ticksRequiredToFreeze as int
myPlayer . ticksRequiredToFreeze
Return Type:
int
// Player.ticksRequiredToFreeze() as int;
myPlayer . ticksRequiredToFreeze();
Return Type:
int
// Player.ticksUsingItem as int
Return Type:
int
// Player.ticksUsingItem() as int;
myPlayer . ticksUsingItem();
Return Type:
int
// Player.travel(vec as Vec3);
// Player.turn(yaw as double, pitch as double);
myPlayer . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
Updates the custom NBT data for this Entity. // Player.updateCustomData(data as MapData);
myPlayer . updateCustomData({custom: "data" });
// Player.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myPlayer . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // Player.updateData(data as MapData);
myPlayer . updateData({key: "value" });
// Player.useItem as ItemStack
Return Type:
ItemStack
// Player.useItem() as ItemStack;
Return Type:
ItemStack
// Player.useItemRemainingTicks as int
myPlayer . useItemRemainingTicks
Return Type:
int
// Player.useItemRemainingTicks() as int;
myPlayer . useItemRemainingTicks();
Return Type:
int
// Player.uuid() as UUID;
Return Type:
UUID
// Player.vehicle as Entity
Return Type:
Entity
// Player.vehicle() as Entity;
Return Type:
Entity
// Player.voicePitch as float
Return Type:
float
// Player.voicePitch() as float;
Return Type:
float
// Player.xpNeededForNextLevel as int
myPlayer . xpNeededForNextLevel
Return Type:
int
// Player.xpNeededForNextLevel() as int;
myPlayer . xpNeededForNextLevel();
Return Type:
int