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.projectile . LargeFireball;
LargeFireball extends Fireball
.
LargeFireball
implements the following interfaces:
ItemSupplier
,Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl <ICapabilityProviderImpl >
,ICapabilityProvider
Undocumented Interfaces TraceableEntity
, IEntityExtension
, ICapabilitySerializable <CompoundTag >
, INBTSerializable <Tag >
// new LargeFireball(level as Level , shooter as LivingEntity , xPower as double, yPower as double, zPower as double); new LargeFireball(myLevel, myLivingEntity, myDouble, myDouble, myDouble);
Parameters:
level: Level
Type: Level
- The level the entity is in. xPower: double
Type: double
- The x power of the entity.
yPower: double
Type: double
- The y power of the entity.
zPower: double
Type: double
- The z power of the entity.
// LargeFireball.acceptsFailure as bool
myLargeFireball . acceptsFailure
Return Type:
bool
// LargeFireball.acceptsFailure() as bool;
myLargeFireball . acceptsFailure();
Return Type:
bool
// LargeFireball.acceptsSuccess as bool
myLargeFireball . acceptsSuccess
Return Type:
bool
// LargeFireball.acceptsSuccess() as bool;
myLargeFireball . acceptsSuccess();
Return Type:
bool
// LargeFireball.addTag(tagName as string) as bool;
myLargeFireball . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// LargeFireball.airSupply as int
myLargeFireball . airSupply
Return Type:
int
// LargeFireball.airSupply() as int;
myLargeFireball . airSupply();
Return Type:
int
// LargeFireball.allSlots() as Iterable< ItemStack >; myLargeFireball . allSlots();
Return Type:
Iterable <ItemStack >
// LargeFireball.alwaysAccepts as bool
myLargeFireball . alwaysAccepts
Return Type:
bool
// LargeFireball.alwaysAccepts() as bool;
myLargeFireball . alwaysAccepts();
Return Type:
bool
// LargeFireball.armorSlots as Iterable< ItemStack > myLargeFireball . armorSlots
Return Type:
Iterable <ItemStack >
// LargeFireball.armorSlots() as Iterable< ItemStack >; myLargeFireball . armorSlots();
Return Type:
Iterable <ItemStack >
// LargeFireball.bbHeight as float
Return Type:
float
// LargeFireball.bbHeight() as float;
myLargeFireball . bbHeight();
Return Type:
float
// LargeFireball.bbWidth as float
Return Type:
float
// LargeFireball.bbWidth() as float;
myLargeFireball . bbWidth();
Return Type:
float
// LargeFireball.blockPosiion as BlockPos myLargeFireball . blockPosiion
Return Type:
BlockPos
// LargeFireball.blockPosiion() as BlockPos ; myLargeFireball . blockPosiion();
Return Type:
BlockPos
// LargeFireball.blockPosition as BlockPos myLargeFireball . blockPosition
Return Type:
BlockPos
// LargeFireball.blockPosition() as BlockPos ; myLargeFireball . blockPosition();
Return Type:
BlockPos
// LargeFireball.blockX as int
Return Type:
int
// LargeFireball.blockX() as int;
myLargeFireball . blockX();
Return Type:
int
// LargeFireball.blockY as int
Return Type:
int
// LargeFireball.blockY() as int;
myLargeFireball . blockY();
Return Type:
int
// LargeFireball.blockZ as int
Return Type:
int
// LargeFireball.blockZ() as int;
myLargeFireball . blockZ();
Return Type:
int
// LargeFireball.boundingBox as AABB myLargeFireball . boundingBox
Return Type:
AABB
// LargeFireball.boundingBox() as AABB ; myLargeFireball . boundingBox();
Return Type:
AABB
// LargeFireball.boundingBoxForCulling as AABB myLargeFireball . boundingBoxForCulling
Return Type:
AABB
// LargeFireball.boundingBoxForCulling() as AABB ; myLargeFireball . boundingBoxForCulling();
Return Type:
AABB
// LargeFireball.canBeCollidedWith as bool
myLargeFireball . canBeCollidedWith
Return Type:
bool
// LargeFireball.canBeCollidedWith() as bool;
myLargeFireball . canBeCollidedWith();
Return Type:
bool
// LargeFireball.canCollideWith(other as Entity ) as bool; myLargeFireball . canCollideWith(myEntity);
Return Type:
bool
// LargeFireball.canFreeze as bool
myLargeFireball . canFreeze
Return Type:
bool
// LargeFireball.canFreeze() as bool;
myLargeFireball . canFreeze();
Return Type:
bool
// LargeFireball.clearFire();
myLargeFireball . clearFire();
// LargeFireball.closerThan(other as Entity , distance as double) as bool; myLargeFireball . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// LargeFireball.commandSenderWorld as Level myLargeFireball . commandSenderWorld
Return Type:
Level
// LargeFireball.commandSenderWorld() as Level ; myLargeFireball . commandSenderWorld();
Return Type:
Level
// LargeFireball.controllingPassenger as Entity myLargeFireball . controllingPassenger
Return Type:
Entity
// LargeFireball.controllingPassenger() as Entity ; myLargeFireball . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // LargeFireball.customData as MapData myLargeFireball . customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// LargeFireball.customData() as MapData ; myLargeFireball . customData();
Return Type:
MapData
myLargeFireball . customName
Return Type:
Component
myLargeFireball . customName
Return Type:
Component
myLargeFireball . customName();
Return Type:
Component
myLargeFireball . customName();
Return Type:
Component
// LargeFireball.dampensVibrations as bool
myLargeFireball . dampensVibrations
Return Type:
bool
// LargeFireball.dampensVibrations() as bool;
myLargeFireball . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity.
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// LargeFireball.data() as MapData ;
Return Type:
MapData
// LargeFireball.deltaMovement as Vec3 myLargeFireball . deltaMovement
Return Type:
Vec3
// LargeFireball.deltaMovement = (deltaMovement as Vec3 ); myLargeFireball . deltaMovement = myVec3;
// LargeFireball.deltaMovement() as Vec3 ; myLargeFireball . deltaMovement();
Return Type:
Vec3
// LargeFireball.deltaMovement(deltaMovement as Vec3 ); myLargeFireball . deltaMovement(myVec3);
// LargeFireball.dimensionChangingDelay as int
myLargeFireball . dimensionChangingDelay
Return Type:
int
// LargeFireball.dimensionChangingDelay() as int;
myLargeFireball . dimensionChangingDelay();
Return Type:
int
myLargeFireball . direction
Return Type:
Direction
myLargeFireball . direction();
Return Type:
Direction
// LargeFireball.discard();
myLargeFireball . discard();
// LargeFireball.dismountsUnderwater as bool
myLargeFireball . dismountsUnderwater
Return Type:
bool
myLargeFireball . displayName
Return Type:
Component
myLargeFireball . displayName
Return Type:
Component
myLargeFireball . displayName();
Return Type:
Component
myLargeFireball . displayName();
Return Type:
Component
// LargeFireball.distanceTo(entity as Entity ) as float; myLargeFireball . distanceTo(myEntity);
Return Type:
float
// LargeFireball.distanceToSqr(x as double, y as double, z as double) as double;
myLargeFireball . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// LargeFireball.distanceToSqr(entity as Entity ) as double; myLargeFireball . distanceToSqr(myEntity);
Return Type:
double
// LargeFireball.distanceToSqr(vec as Vec3 ) as double; myLargeFireball . distanceToSqr(myVec3);
Return Type:
double
// LargeFireball.effectSource as Entity myLargeFireball . effectSource
Return Type:
Entity
// LargeFireball.effectSource() as Entity ; myLargeFireball . effectSource();
Return Type:
Entity
// LargeFireball.ejectPassengers();
myLargeFireball . ejectPassengers();
// LargeFireball.eyeHeight as float
myLargeFireball . eyeHeight
Return Type:
float
// LargeFireball.eyeHeight() as float;
myLargeFireball . eyeHeight();
Return Type:
float
// LargeFireball.eyePosition as Vec3 myLargeFireball . eyePosition
Return Type:
Vec3
// LargeFireball.eyePosition() as Vec3 ; myLargeFireball . eyePosition();
Return Type:
Vec3
// LargeFireball.eyeY as double
Return Type:
double
// LargeFireball.eyeY() as double;
Return Type:
double
myLargeFireball . feetBlockState
Return Type:
BlockState
myLargeFireball . feetBlockState();
Return Type:
BlockState
// LargeFireball.fireImmune as bool
myLargeFireball . fireImmune
Return Type:
bool
// LargeFireball.fireImmune() as bool;
myLargeFireball . fireImmune();
Return Type:
bool
// LargeFireball.firstPassenger as Entity myLargeFireball . firstPassenger
Return Type:
Entity
// LargeFireball.firstPassenger() as Entity ; myLargeFireball . firstPassenger();
Return Type:
Entity
// LargeFireball.fluidJumpThreshold as double
myLargeFireball . fluidJumpThreshold
Return Type:
double
// LargeFireball.fluidJumpThreshold() as double;
myLargeFireball . fluidJumpThreshold();
Return Type:
double
// LargeFireball.forward as Vec3
Return Type:
Vec3
// LargeFireball.forward() as Vec3 ; myLargeFireball . forward();
Return Type:
Vec3
Gets the capability for the given side. Returns : The found capability or null.
myLargeFireball . getCapability < T>(Capabilities.ENERGY, <constant : minecraft:direction:north > );
Return Type:
T ?
Gets the capability. Returns : The found capability or null.
// LargeFireball.getCapability<T>(cap as Capability <T>) as T?; myLargeFireball . getCapability < T>( Capabilities . ENERGY);
Return Type:
T ?
// LargeFireball.getEyePosition(partialTicks as float) as Vec3 ; myLargeFireball . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// LargeFireball.getPosition(partialTicks as float) as Vec3 ; myLargeFireball . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// LargeFireball.getUpVector(partialTicks as float) as Vec3 ; myLargeFireball . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// LargeFireball.getViewVector(partialTicks as float) as Vec3 ; myLargeFireball . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// LargeFireball.getX(scale as double) as double;
myLargeFireball . getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// LargeFireball.getY(scale as double) as double;
myLargeFireball . getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// LargeFireball.getZ(scale as double) as double;
myLargeFireball . getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// LargeFireball.handSlots as Iterable< ItemStack > myLargeFireball . handSlots
Return Type:
Iterable <ItemStack >
// LargeFireball.handSlots() as Iterable< ItemStack >; myLargeFireball . handSlots();
Return Type:
Iterable <ItemStack >
// LargeFireball.hasCustomName as bool
myLargeFireball . hasCustomName
Return Type:
bool
// LargeFireball.hasCustomName as bool
myLargeFireball . hasCustomName
Return Type:
bool
// LargeFireball.hasCustomName() as bool;
myLargeFireball . hasCustomName();
Return Type:
bool
// LargeFireball.hasCustomName() as bool;
myLargeFireball . hasCustomName();
Return Type:
bool
// LargeFireball.hasExactlyOnePlayerPassenger as bool
myLargeFireball . hasExactlyOnePlayerPassenger
Return Type:
bool
// LargeFireball.hasExactlyOnePlayerPassenger() as bool;
myLargeFireball . hasExactlyOnePlayerPassenger();
Return Type:
bool
// LargeFireball.hasGlowingTag as bool
myLargeFireball . hasGlowingTag
Return Type:
bool
// LargeFireball.hasGlowingTag() as bool;
myLargeFireball . hasGlowingTag();
Return Type:
bool
// LargeFireball.hasIndirectPassenger(entity as Entity ) as bool; myLargeFireball . hasIndirectPassenger(myEntity);
Return Type:
bool
// LargeFireball.hasPassenger(entity as Entity ) as bool; myLargeFireball . hasPassenger(myEntity);
Return Type:
bool
// LargeFireball.hasPassenger(predicate as function(t as Entity ) as bool) as bool; myLargeFireball . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// LargeFireball.hurt(source as DamageSource , amount as float) as bool; myLargeFireball . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// LargeFireball.id as int
Return Type:
int
// LargeFireball.id() as int;
Return Type:
int
// LargeFireball.isAlive as bool
Return Type:
bool
// LargeFireball.isAlive() as bool;
myLargeFireball . isAlive();
Return Type:
bool
// LargeFireball.isAlwaysTicking as bool
myLargeFireball . isAlwaysTicking
Return Type:
bool
// LargeFireball.isAlwaysTicking() as bool;
myLargeFireball . isAlwaysTicking();
Return Type:
bool
// LargeFireball.isAttackable as bool
myLargeFireball . isAttackable
Return Type:
bool
// LargeFireball.isAttackable() as bool;
myLargeFireball . isAttackable();
Return Type:
bool
myLargeFireball . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// LargeFireball.isCrouching as bool
myLargeFireball . isCrouching
Return Type:
bool
// LargeFireball.isCrouching() as bool;
myLargeFireball . isCrouching();
Return Type:
bool
// LargeFireball.isCurrentlyGlowing as bool
myLargeFireball . isCurrentlyGlowing
Return Type:
bool
// LargeFireball.isCurrentlyGlowing() as bool;
myLargeFireball . isCurrentlyGlowing();
Return Type:
bool
// LargeFireball.isCustomNameVisible as bool
myLargeFireball . isCustomNameVisible
Return Type:
bool
// LargeFireball.isCustomNameVisible() as bool;
myLargeFireball . isCustomNameVisible();
Return Type:
bool
// LargeFireball.isDescending as bool
myLargeFireball . isDescending
Return Type:
bool
// LargeFireball.isDescending() as bool;
myLargeFireball . isDescending();
Return Type:
bool
// LargeFireball.isDiscrete as bool
myLargeFireball . isDiscrete
Return Type:
bool
// LargeFireball.isDiscrete() as bool;
myLargeFireball . isDiscrete();
Return Type:
bool
// LargeFireball.isFree(x as double, y as double, z as double) as bool;
myLargeFireball . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// LargeFireball.isFullyFrozen as bool
myLargeFireball . isFullyFrozen
Return Type:
bool
// LargeFireball.isFullyFrozen() as bool;
myLargeFireball . isFullyFrozen();
Return Type:
bool
// LargeFireball.isInLava as bool
Return Type:
bool
// LargeFireball.isInLava() as bool;
myLargeFireball . isInLava();
Return Type:
bool
// LargeFireball.isInvisible as bool
myLargeFireball . isInvisible
Return Type:
bool
// LargeFireball.isInvisible() as bool;
myLargeFireball . isInvisible();
Return Type:
bool
// LargeFireball.isInvisibleTo(player as Player ) as bool; myLargeFireball . isInvisibleTo(myPlayer);
Return Type:
bool
// LargeFireball.isInvulnerable as bool
myLargeFireball . isInvulnerable
Return Type:
bool
// LargeFireball.isInvulnerable() as bool;
myLargeFireball . isInvulnerable();
Return Type:
bool
// LargeFireball.isInvulnerableTo(source as DamageSource ) as bool; myLargeFireball . isInvulnerableTo(myDamageSource);
Return Type:
bool
// LargeFireball.isInWall as bool
Return Type:
bool
// LargeFireball.isInWall() as bool;
myLargeFireball . isInWall();
Return Type:
bool
// LargeFireball.isInWater as bool
myLargeFireball . isInWater
Return Type:
bool
// LargeFireball.isInWater() as bool;
myLargeFireball . isInWater();
Return Type:
bool
// LargeFireball.isInWaterOrBubble as bool
myLargeFireball . isInWaterOrBubble
Return Type:
bool
// LargeFireball.isInWaterOrBubble() as bool;
myLargeFireball . isInWaterOrBubble();
Return Type:
bool
// LargeFireball.isInWaterOrRain as bool
myLargeFireball . isInWaterOrRain
Return Type:
bool
// LargeFireball.isInWaterOrRain() as bool;
myLargeFireball . isInWaterOrRain();
Return Type:
bool
// LargeFireball.isInWaterRainOrBubble as bool
myLargeFireball . isInWaterRainOrBubble
Return Type:
bool
// LargeFireball.isInWaterRainOrBubble() as bool;
myLargeFireball . isInWaterRainOrBubble();
Return Type:
bool
// LargeFireball.isNoGravity as bool
myLargeFireball . isNoGravity
Return Type:
bool
// LargeFireball.isNoGravity() as bool;
myLargeFireball . isNoGravity();
Return Type:
bool
// LargeFireball.isOnFire as bool
Return Type:
bool
// LargeFireball.isOnFire() as bool;
myLargeFireball . isOnFire();
Return Type:
bool
// LargeFireball.isOnPortalCooldown as bool
myLargeFireball . isOnPortalCooldown
Return Type:
bool
// LargeFireball.isOnPortalCooldown() as bool;
myLargeFireball . isOnPortalCooldown();
Return Type:
bool
// LargeFireball.isPassenger as bool
myLargeFireball . isPassenger
Return Type:
bool
// LargeFireball.isPassenger() as bool;
myLargeFireball . isPassenger();
Return Type:
bool
// LargeFireball.isPassengerOfSameVehicle(entity as Entity ) as bool; myLargeFireball . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// LargeFireball.isPickable as bool
myLargeFireball . isPickable
Return Type:
bool
// LargeFireball.isPickable() as bool;
myLargeFireball . isPickable();
Return Type:
bool
// LargeFireball.isPushable as bool
myLargeFireball . isPushable
Return Type:
bool
// LargeFireball.isPushable() as bool;
myLargeFireball . isPushable();
Return Type:
bool
// LargeFireball.isPushedByFluid as bool
myLargeFireball . isPushedByFluid
Return Type:
bool
// LargeFireball.isPushedByFluid() as bool;
myLargeFireball . isPushedByFluid();
Return Type:
bool
// LargeFireball.isRemoved as bool
myLargeFireball . isRemoved
Return Type:
bool
// LargeFireball.isRemoved() as bool;
myLargeFireball . isRemoved();
Return Type:
bool
// LargeFireball.isShiftKeyDown as bool
myLargeFireball . isShiftKeyDown
Return Type:
bool
// LargeFireball.isShiftKeyDown() as bool;
myLargeFireball . isShiftKeyDown();
Return Type:
bool
// LargeFireball.isSilent as bool
Return Type:
bool
// LargeFireball.isSilent() as bool;
myLargeFireball . isSilent();
Return Type:
bool
// LargeFireball.isSpectator as bool
myLargeFireball . isSpectator
Return Type:
bool
// LargeFireball.isSpectator() as bool;
myLargeFireball . isSpectator();
Return Type:
bool
// LargeFireball.isSprinting as bool
myLargeFireball . isSprinting
Return Type:
bool
// LargeFireball.isSprinting() as bool;
myLargeFireball . isSprinting();
Return Type:
bool
// LargeFireball.isSteppingCarefully as bool
myLargeFireball . isSteppingCarefully
Return Type:
bool
// LargeFireball.isSteppingCarefully() as bool;
myLargeFireball . isSteppingCarefully();
Return Type:
bool
// LargeFireball.isSuppressingBounce as bool
myLargeFireball . isSuppressingBounce
Return Type:
bool
// LargeFireball.isSuppressingBounce() as bool;
myLargeFireball . isSuppressingBounce();
Return Type:
bool
// LargeFireball.isSwimming as bool
myLargeFireball . isSwimming
Return Type:
bool
// LargeFireball.isSwimming() as bool;
myLargeFireball . isSwimming();
Return Type:
bool
// LargeFireball.isUnderWater as bool
myLargeFireball . isUnderWater
Return Type:
bool
// LargeFireball.isUnderWater() as bool;
myLargeFireball . isUnderWater();
Return Type:
bool
// LargeFireball.isVehicle as bool
myLargeFireball . isVehicle
Return Type:
bool
// LargeFireball.isVehicle() as bool;
myLargeFireball . isVehicle();
Return Type:
bool
// LargeFireball.isVisuallyCrawling as bool
myLargeFireball . isVisuallyCrawling
Return Type:
bool
// LargeFireball.isVisuallyCrawling() as bool;
myLargeFireball . isVisuallyCrawling();
Return Type:
bool
// LargeFireball.isVisuallySwimming as bool
myLargeFireball . isVisuallySwimming
Return Type:
bool
// LargeFireball.isVisuallySwimming() as bool;
myLargeFireball . isVisuallySwimming();
Return Type:
bool
// LargeFireball.lavaHurt();
myLargeFireball . lavaHurt();
// LargeFireball.level as Level
Return Type:
Level
// LargeFireball.lookAngle as Vec3 myLargeFireball . lookAngle
Return Type:
Vec3
// LargeFireball.lookAngle() as Vec3 ; myLargeFireball . lookAngle();
Return Type:
Vec3
// LargeFireball.maxAirSupply as int
myLargeFireball . maxAirSupply
Return Type:
int
// LargeFireball.maxAirSupply() as int;
myLargeFireball . maxAirSupply();
Return Type:
int
// LargeFireball.maxFallDistance as int
myLargeFireball . maxFallDistance
Return Type:
int
// LargeFireball.maxFallDistance() as int;
myLargeFireball . maxFallDistance();
Return Type:
int
// LargeFireball.motionDirection as Direction myLargeFireball . motionDirection
Return Type:
Direction
// LargeFireball.motionDirection() as Direction ; myLargeFireball . motionDirection();
Return Type:
Direction
// LargeFireball.moveRelative(amount as float, relative as Vec3 ); myLargeFireball . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// LargeFireball.moveTo(vec as Vec3 ); myLargeFireball . moveTo(myVec3);
// LargeFireball.moveTo(x as double, y as double, z as double);
myLargeFireball . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// LargeFireball.moveTo(pos as BlockPos , yaw as float, pitch as float); myLargeFireball . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// LargeFireball.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myLargeFireball . 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
// LargeFireball.onGround as bool
Return Type:
bool
// LargeFireball.owner = (entity as Entity ); myLargeFireball . owner = myEntity;
// LargeFireball.owner(entity as Entity ); myLargeFireball . owner(myEntity);
// LargeFireball.passengers as List< Entity > myLargeFireball . passengers
Return Type:
List <Entity >
// LargeFireball.passengers() as List< Entity >; myLargeFireball . passengers();
Return Type:
List <Entity >
// LargeFireball.percentFrozen as float
myLargeFireball . percentFrozen
Return Type:
float
// LargeFireball.percentFrozen() as float;
myLargeFireball . percentFrozen();
Return Type:
float
myLargeFireball . pistonPushReaction
Return Type:
PushReaction
myLargeFireball . pistonPushReaction();
Return Type:
PushReaction
// LargeFireball.playSound(sound as SoundEvent , volume as float, pitch as float); myLargeFireball . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// LargeFireball.portalWaitTime as int
myLargeFireball . portalWaitTime
Return Type:
int
// LargeFireball.portalWaitTime() as int;
myLargeFireball . portalWaitTime();
Return Type:
int
// LargeFireball.position as Vec3
Return Type:
Vec3
// LargeFireball.position() as Vec3 ; myLargeFireball . position();
Return Type:
Vec3
// LargeFireball.positionRider(entity as Entity ); myLargeFireball . positionRider(myEntity);
// LargeFireball.remainingFireTicks as int
myLargeFireball . remainingFireTicks
Return Type:
int
// LargeFireball.remainingFireTicks() as int;
myLargeFireball . remainingFireTicks();
Return Type:
int
// LargeFireball.removeTag(tagName as string) as bool;
myLargeFireball . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// LargeFireball.removeVehicle();
myLargeFireball . removeVehicle();
// LargeFireball.rootVehicle as Entity myLargeFireball . rootVehicle
Return Type:
Entity
// LargeFireball.rootVehicle() as Entity ; myLargeFireball . rootVehicle();
Return Type:
Entity
// LargeFireball.sendMessage(component as Component ); myLargeFireball . sendMessage(myComponent);
// LargeFireball.setAirSupply(air as int);
myLargeFireball . setAirSupply(myInt);
// LargeFireball.setCustomName(name as Component ); myLargeFireball . setCustomName(myComponent);
// LargeFireball.setCustomNameVisible(visible as bool);
myLargeFireball . setCustomNameVisible(myBool);
// LargeFireball.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myLargeFireball . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// LargeFireball.setGlowingTag(glowing as bool);
myLargeFireball . setGlowingTag(myBool);
// LargeFireball.setInvisible(invisible as bool);
myLargeFireball . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// LargeFireball.setInvulnerable(invulnerable as bool);
myLargeFireball . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// LargeFireball.setIsInPowderSnow(inPowderSnow as bool);
myLargeFireball . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
myLargeFireball . setItemSlot(myEquipmentSlot, myItemStack);
// LargeFireball.setNoGravity(noGravity as bool);
myLargeFireball . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// LargeFireball.setOldPosAndRot();
myLargeFireball . setOldPosAndRot();
// LargeFireball.setOnGround(onGround as bool);
myLargeFireball . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// LargeFireball.setPortalCooldown();
myLargeFireball . setPortalCooldown();
// LargeFireball.setPos(position as Vec3 ); myLargeFireball . setPos(myVec3);
// LargeFireball.setPos(x as double, y as double, z as double);
myLargeFireball . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// LargeFireball.setPosRaw(x as double, y as double, z as double);
myLargeFireball . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// LargeFireball.setRemainingFireTicks(ticks as int);
myLargeFireball . setRemainingFireTicks(myInt);
myLargeFireball . setRemoved(myRemovalReason);
// LargeFireball.setSecondsOnFire(seconds as int);
myLargeFireball . setSecondsOnFire(myInt);
// LargeFireball.setShiftKeyDown(keyDown as bool);
myLargeFireball . setShiftKeyDown(myBool);
// LargeFireball.setSilent(silent as bool);
myLargeFireball . setSilent(myBool);
// LargeFireball.setSprinting(sprinting as bool);
myLargeFireball . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// LargeFireball.setSwimming(swimming as bool);
myLargeFireball . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// LargeFireball.setTicksFrozen(ticks as int);
myLargeFireball . setTicksFrozen(myInt);
// LargeFireball.shouldBeSaved as bool
myLargeFireball . shouldBeSaved
Return Type:
bool
// LargeFireball.shouldBeSaved() as bool;
myLargeFireball . shouldBeSaved();
Return Type:
bool
// LargeFireball.shouldInformAdmins as bool
myLargeFireball . shouldInformAdmins
Return Type:
bool
// LargeFireball.shouldInformAdmins() as bool;
myLargeFireball . shouldInformAdmins();
Return Type:
bool
// LargeFireball.shouldShowName as bool
myLargeFireball . shouldShowName
Return Type:
bool
// LargeFireball.shouldShowName() as bool;
myLargeFireball . shouldShowName();
Return Type:
bool
// LargeFireball.showVehicleHealth as bool
myLargeFireball . showVehicleHealth
Return Type:
bool
// LargeFireball.showVehicleHealth() as bool;
myLargeFireball . showVehicleHealth();
Return Type:
bool
myLargeFireball . soundSource();
Return Type:
SoundSource
// LargeFireball.startRiding(entity as Entity ) as bool; myLargeFireball . startRiding(myEntity);
Return Type:
bool
// LargeFireball.startRiding(entity as Entity , force as bool) as bool; myLargeFireball . startRiding(myEntity, myBool);
Return Type:
bool
// LargeFireball.stopRiding();
myLargeFireball . stopRiding();
// LargeFireball.stringUUID as string
myLargeFireball . stringUUID
Return Type:
string
// LargeFireball.stringUUID() as string;
myLargeFireball . stringUUID();
Return Type:
string
// LargeFireball.tags as Set<string>
Return Type:
Set <string >
// LargeFireball.tags() as Set<string>;
Return Type:
Set <string >
// LargeFireball.teamColor as int
myLargeFireball . teamColor
Return Type:
int
// LargeFireball.teamColor() as int;
myLargeFireball . teamColor();
Return Type:
int
// LargeFireball.teleportTo(x as double, y as double, z as double);
myLargeFireball . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// LargeFireball.ticksFrozen as int
myLargeFireball . ticksFrozen
Return Type:
int
// LargeFireball.ticksFrozen() as int;
myLargeFireball . ticksFrozen();
Return Type:
int
// LargeFireball.ticksRequiredToFreeze as int
myLargeFireball . ticksRequiredToFreeze
Return Type:
int
// LargeFireball.ticksRequiredToFreeze() as int;
myLargeFireball . ticksRequiredToFreeze();
Return Type:
int
// LargeFireball.turn(yaw as double, pitch as double);
myLargeFireball . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
// LargeFireball.unRide();
myLargeFireball . unRide();
Updates the custom NBT data for this Entity. // LargeFireball.updateCustomData(data as MapData ); myLargeFireball . updateCustomData({custom: "data" });
// LargeFireball.updateCustomEntityTag(level as Level , player as Player , data as MapData ); myLargeFireball . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // LargeFireball.updateData(data as MapData ); myLargeFireball . updateData({key: "value" });
// LargeFireball.uuid as UUID
Return Type:
UUID
// LargeFireball.uuid() as UUID;
Return Type:
UUID
// LargeFireball.vehicle() as Entity ; myLargeFireball . vehicle();
Return Type:
Entity
// LargeFireball.x as double
Return Type:
double
// LargeFireball.x() as double;
Return Type:
double
Gets the x power of this projectile. // LargeFireball.xPower as double
Return Type:
double
Sets the x power of this projectile. // LargeFireball.xPower = (xPower as double);
myLargeFireball . xPower = myDouble;
Parameters:
xPower: double
Type: double
- The x power of this projectile.
Gets the x power of this projectile. Returns : The x power of this projectile.
// LargeFireball.xPower() as double;
myLargeFireball . xPower();
Return Type:
double
Sets the x power of this projectile. // LargeFireball.xPower(xPower as double);
myLargeFireball . xPower( 4 );
Parameters:
xPower: double
Type: double
- The x power of this projectile.
// LargeFireball.y as double
Return Type:
double
// LargeFireball.y() as double;
Return Type:
double
Gets the y power of this projectile. // LargeFireball.yPower as double
Return Type:
double
Sets the y power of this projectile. // LargeFireball.yPower = (yPower as double);
myLargeFireball . yPower = myDouble;
Parameters:
yPower: double
Type: double
- The y power of this projectile.
Gets the y power of this projectile. Returns : The y power of this projectile.
// LargeFireball.yPower() as double;
myLargeFireball . yPower();
Return Type:
double
Sets the y power of this projectile. // LargeFireball.yPower(yPower as double);
myLargeFireball . yPower( 4 );
Parameters:
yPower: double
Type: double
- The y power of this projectile.
// LargeFireball.z as double
Return Type:
double
// LargeFireball.z() as double;
Return Type:
double
Gets the z power of this projectile. // LargeFireball.zPower as double
Return Type:
double
Sets the z power of this projectile. // LargeFireball.zPower = (zPower as double);
myLargeFireball . zPower = myDouble;
Parameters:
zPower: double
Type: double
- The z power of this projectile.
Gets the z power of this projectile. Returns : The z power of this projectile.
// LargeFireball.zPower() as double;
myLargeFireball . zPower();
Return Type:
double
Sets the z power of this projectile. // LargeFireball.zPower(zPower as double);
myLargeFireball . zPower( 4 );
Parameters:
zPower: double
Type: double
- The z power of this projectile.