ThrowableProjectile

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.projectile.ThrowableProjectile;

Extends

ThrowableProjectile extends Projectile.

Implements

ThrowableProjectile implements the following interfaces:

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

Undocumented Interfaces

TraceableEntity,IEntityExtension,ICapabilitySerializable<CompoundTag>,INBTSerializable<Tag>

Members

Getter
script.zs
// ThrowableProjectile.acceptsFailure as bool
myThrowableProjectile.acceptsFailure

Return Type: bool

acceptsFailure() as bool
script.zs
// ThrowableProjectile.acceptsFailure() as bool;
myThrowableProjectile.acceptsFailure();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.acceptsSuccess as bool
myThrowableProjectile.acceptsSuccess

Return Type: bool

acceptsSuccess() as bool
script.zs
// ThrowableProjectile.acceptsSuccess() as bool;
myThrowableProjectile.acceptsSuccess();

Return Type: bool

addTag(tagName as string) as bool
script.zs
// ThrowableProjectile.addTag(tagName as string) as bool;
myThrowableProjectile.addTag(myString);

Parameters:

tagName Type: string

Return Type: bool

Getter
script.zs
// ThrowableProjectile.airSupply as int
myThrowableProjectile.airSupply

Return Type: int

airSupply() as int
script.zs
// ThrowableProjectile.airSupply() as int;
myThrowableProjectile.airSupply();

Return Type: int

Getter
script.zs
// ThrowableProjectile.allSlots as Iterable<ItemStack>
myThrowableProjectile.allSlots

Return Type: Iterable<ItemStack>

allSlots() as Iterable<ItemStack>
script.zs
// ThrowableProjectile.allSlots() as Iterable<ItemStack>;
myThrowableProjectile.allSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// ThrowableProjectile.alwaysAccepts as bool
myThrowableProjectile.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
script.zs
// ThrowableProjectile.alwaysAccepts() as bool;
myThrowableProjectile.alwaysAccepts();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.armorSlots as Iterable<ItemStack>
myThrowableProjectile.armorSlots

Return Type: Iterable<ItemStack>

armorSlots() as Iterable<ItemStack>
script.zs
// ThrowableProjectile.armorSlots() as Iterable<ItemStack>;
myThrowableProjectile.armorSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// ThrowableProjectile.bbHeight as float
myThrowableProjectile.bbHeight

Return Type: float

bbHeight() as float
script.zs
// ThrowableProjectile.bbHeight() as float;
myThrowableProjectile.bbHeight();

Return Type: float

Getter
script.zs
// ThrowableProjectile.bbWidth as float
myThrowableProjectile.bbWidth

Return Type: float

bbWidth() as float
script.zs
// ThrowableProjectile.bbWidth() as float;
myThrowableProjectile.bbWidth();

Return Type: float

Getter
script.zs
// ThrowableProjectile.blockPosiion as BlockPos
myThrowableProjectile.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
script.zs
// ThrowableProjectile.blockPosiion() as BlockPos;
myThrowableProjectile.blockPosiion();

Return Type: BlockPos

Getter
script.zs
// ThrowableProjectile.blockPosition as BlockPos
myThrowableProjectile.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
script.zs
// ThrowableProjectile.blockPosition() as BlockPos;
myThrowableProjectile.blockPosition();

Return Type: BlockPos

Getter
script.zs
// ThrowableProjectile.blockX as int
myThrowableProjectile.blockX

Return Type: int

blockX() as int
script.zs
// ThrowableProjectile.blockX() as int;
myThrowableProjectile.blockX();

Return Type: int

Getter
script.zs
// ThrowableProjectile.blockY as int
myThrowableProjectile.blockY

Return Type: int

blockY() as int
script.zs
// ThrowableProjectile.blockY() as int;
myThrowableProjectile.blockY();

Return Type: int

Getter
script.zs
// ThrowableProjectile.blockZ as int
myThrowableProjectile.blockZ

Return Type: int

blockZ() as int
script.zs
// ThrowableProjectile.blockZ() as int;
myThrowableProjectile.blockZ();

Return Type: int

Getter
script.zs
// ThrowableProjectile.boundingBox as AABB
myThrowableProjectile.boundingBox

Return Type: AABB

boundingBox() as AABB
script.zs
// ThrowableProjectile.boundingBox() as AABB;
myThrowableProjectile.boundingBox();

Return Type: AABB

Getter
script.zs
// ThrowableProjectile.boundingBoxForCulling as AABB
myThrowableProjectile.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
script.zs
// ThrowableProjectile.boundingBoxForCulling() as AABB;
myThrowableProjectile.boundingBoxForCulling();

Return Type: AABB

Getter
script.zs
// ThrowableProjectile.canBeCollidedWith as bool
myThrowableProjectile.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
script.zs
// ThrowableProjectile.canBeCollidedWith() as bool;
myThrowableProjectile.canBeCollidedWith();

Return Type: bool

canCollideWith(other as Entity) as bool
script.zs
// ThrowableProjectile.canCollideWith(other as Entity) as bool;
myThrowableProjectile.canCollideWith(myEntity);

Parameters:

other Type: Entity

Return Type: bool

Getter
script.zs
// ThrowableProjectile.canFreeze as bool
myThrowableProjectile.canFreeze

Return Type: bool

canFreeze() as bool
script.zs
// ThrowableProjectile.canFreeze() as bool;
myThrowableProjectile.canFreeze();

Return Type: bool

clearFire()
script.zs
// ThrowableProjectile.clearFire();
myThrowableProjectile.clearFire();
closerThan(other as Entity, distance as double) as bool
script.zs
// ThrowableProjectile.closerThan(other as Entity, distance as double) as bool;
myThrowableProjectile.closerThan(myEntity, myDouble);

Parameters:

other Type: Entity
distance Type: double

Return Type: bool

Getter
script.zs
// ThrowableProjectile.commandSenderWorld as Level
myThrowableProjectile.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
script.zs
// ThrowableProjectile.commandSenderWorld() as Level;
myThrowableProjectile.commandSenderWorld();

Return Type: Level

Getter
script.zs
// ThrowableProjectile.controllingPassenger as Entity
myThrowableProjectile.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
script.zs
// ThrowableProjectile.controllingPassenger() as Entity;
myThrowableProjectile.controllingPassenger();

Return Type: Entity

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

Return Type: MapData

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

Returns: The custom data for this Entity.

script.zs
// ThrowableProjectile.customData() as MapData;
myThrowableProjectile.customData();

Return Type: MapData

Getter
script.zs
// ThrowableProjectile.customName as Component
myThrowableProjectile.customName

Return Type: Component

Getter
script.zs
// ThrowableProjectile.customName as Component
myThrowableProjectile.customName

Return Type: Component

customName() as Component
script.zs
// ThrowableProjectile.customName() as Component;
myThrowableProjectile.customName();

Return Type: Component

customName() as Component
script.zs
// ThrowableProjectile.customName() as Component;
myThrowableProjectile.customName();

Return Type: Component

Getter
script.zs
// ThrowableProjectile.dampensVibrations as bool
myThrowableProjectile.dampensVibrations

Return Type: bool

dampensVibrations() as bool
script.zs
// ThrowableProjectile.dampensVibrations() as bool;
myThrowableProjectile.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// ThrowableProjectile.data as MapData
myThrowableProjectile.data

Return Type: MapData

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

Returns: The NBT data of this Entity.

script.zs
// ThrowableProjectile.data() as MapData;
myThrowableProjectile.data();

Return Type: MapData

Getter
script.zs
// ThrowableProjectile.deltaMovement as Vec3
myThrowableProjectile.deltaMovement

Return Type: Vec3

Setter
script.zs
// ThrowableProjectile.deltaMovement = (deltaMovement as Vec3);
myThrowableProjectile.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3
deltaMovement() as Vec3
script.zs
// ThrowableProjectile.deltaMovement() as Vec3;
myThrowableProjectile.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
script.zs
// ThrowableProjectile.deltaMovement(deltaMovement as Vec3);
myThrowableProjectile.deltaMovement(myVec3);

Parameters:

deltaMovement Type: Vec3
Getter
script.zs
// ThrowableProjectile.dimensionChangingDelay as int
myThrowableProjectile.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
script.zs
// ThrowableProjectile.dimensionChangingDelay() as int;
myThrowableProjectile.dimensionChangingDelay();

Return Type: int

Getter
script.zs
// ThrowableProjectile.direction as Direction
myThrowableProjectile.direction

Return Type: Direction

direction() as Direction
script.zs
// ThrowableProjectile.direction() as Direction;
myThrowableProjectile.direction();

Return Type: Direction

discard()
script.zs
// ThrowableProjectile.discard();
myThrowableProjectile.discard();
Getter
script.zs
// ThrowableProjectile.dismountsUnderwater as bool
myThrowableProjectile.dismountsUnderwater

Return Type: bool

Getter
script.zs
// ThrowableProjectile.displayName as Component
myThrowableProjectile.displayName

Return Type: Component

Getter
script.zs
// ThrowableProjectile.displayName as Component
myThrowableProjectile.displayName

Return Type: Component

displayName() as Component
script.zs
// ThrowableProjectile.displayName() as Component;
myThrowableProjectile.displayName();

Return Type: Component

displayName() as Component
script.zs
// ThrowableProjectile.displayName() as Component;
myThrowableProjectile.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
script.zs
// ThrowableProjectile.distanceTo(entity as Entity) as float;
myThrowableProjectile.distanceTo(myEntity);

Parameters:

entity Type: Entity

Return Type: float

distanceToSqr(x as double, y as double, z as double) as double
script.zs
// ThrowableProjectile.distanceToSqr(x as double, y as double, z as double) as double;
myThrowableProjectile.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
// ThrowableProjectile.distanceToSqr(entity as Entity) as double;
myThrowableProjectile.distanceToSqr(myEntity);

Parameters:

entity Type: Entity

Return Type: double

distanceToSqr(vec as Vec3) as double
script.zs
// ThrowableProjectile.distanceToSqr(vec as Vec3) as double;
myThrowableProjectile.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3

Return Type: double

Getter
script.zs
// ThrowableProjectile.effectSource as Entity
myThrowableProjectile.effectSource

Return Type: Entity

effectSource() as Entity
script.zs
// ThrowableProjectile.effectSource() as Entity;
myThrowableProjectile.effectSource();

Return Type: Entity

ejectPassengers()
script.zs
// ThrowableProjectile.ejectPassengers();
myThrowableProjectile.ejectPassengers();
Getter
script.zs
// ThrowableProjectile.eyeHeight as float
myThrowableProjectile.eyeHeight

Return Type: float

eyeHeight() as float
script.zs
// ThrowableProjectile.eyeHeight() as float;
myThrowableProjectile.eyeHeight();

Return Type: float

Getter
script.zs
// ThrowableProjectile.eyePosition as Vec3
myThrowableProjectile.eyePosition

Return Type: Vec3

eyePosition() as Vec3
script.zs
// ThrowableProjectile.eyePosition() as Vec3;
myThrowableProjectile.eyePosition();

Return Type: Vec3

Getter
script.zs
// ThrowableProjectile.eyeY as double
myThrowableProjectile.eyeY

Return Type: double

eyeY() as double
script.zs
// ThrowableProjectile.eyeY() as double;
myThrowableProjectile.eyeY();

Return Type: double

Getter
script.zs
// ThrowableProjectile.feetBlockState as BlockState
myThrowableProjectile.feetBlockState

Return Type: BlockState

feetBlockState() as BlockState
script.zs
// ThrowableProjectile.feetBlockState() as BlockState;
myThrowableProjectile.feetBlockState();

Return Type: BlockState

Getter
script.zs
// ThrowableProjectile.fireImmune as bool
myThrowableProjectile.fireImmune

Return Type: bool

fireImmune() as bool
script.zs
// ThrowableProjectile.fireImmune() as bool;
myThrowableProjectile.fireImmune();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.firstPassenger as Entity
myThrowableProjectile.firstPassenger

Return Type: Entity

firstPassenger() as Entity
script.zs
// ThrowableProjectile.firstPassenger() as Entity;
myThrowableProjectile.firstPassenger();

Return Type: Entity

Getter
script.zs
// ThrowableProjectile.fluidJumpThreshold as double
myThrowableProjectile.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
script.zs
// ThrowableProjectile.fluidJumpThreshold() as double;
myThrowableProjectile.fluidJumpThreshold();

Return Type: double

Getter
script.zs
// ThrowableProjectile.forward as Vec3
myThrowableProjectile.forward

Return Type: Vec3

forward() as Vec3
script.zs
// ThrowableProjectile.forward() as Vec3;
myThrowableProjectile.forward();

Return Type: Vec3

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
// ThrowableProjectile.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myThrowableProjectile.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
// ThrowableProjectile.getCapability<T>(cap as Capability<T>) as T?;
myThrowableProjectile.getCapability<T>(Capabilities.ENERGY);

Parameters:

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

Return Type: T?

getEyePosition(partialTicks as float) as Vec3
script.zs
// ThrowableProjectile.getEyePosition(partialTicks as float) as Vec3;
myThrowableProjectile.getEyePosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getPosition(partialTicks as float) as Vec3
script.zs
// ThrowableProjectile.getPosition(partialTicks as float) as Vec3;
myThrowableProjectile.getPosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getUpVector(partialTicks as float) as Vec3
script.zs
// ThrowableProjectile.getUpVector(partialTicks as float) as Vec3;
myThrowableProjectile.getUpVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
script.zs
// ThrowableProjectile.getViewVector(partialTicks as float) as Vec3;
myThrowableProjectile.getViewVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getX(scale as double) as double
script.zs
// ThrowableProjectile.getX(scale as double) as double;
myThrowableProjectile.getX(myDouble);

Parameters:

scale Type: double

Return Type: double

getY(scale as double) as double
script.zs
// ThrowableProjectile.getY(scale as double) as double;
myThrowableProjectile.getY(myDouble);

Parameters:

scale Type: double

Return Type: double

getZ(scale as double) as double
script.zs
// ThrowableProjectile.getZ(scale as double) as double;
myThrowableProjectile.getZ(myDouble);

Parameters:

scale Type: double

Return Type: double

Getter
script.zs
// ThrowableProjectile.handSlots as Iterable<ItemStack>
myThrowableProjectile.handSlots

Return Type: Iterable<ItemStack>

handSlots() as Iterable<ItemStack>
script.zs
// ThrowableProjectile.handSlots() as Iterable<ItemStack>;
myThrowableProjectile.handSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// ThrowableProjectile.hasCustomName as bool
myThrowableProjectile.hasCustomName

Return Type: bool

Getter
script.zs
// ThrowableProjectile.hasCustomName as bool
myThrowableProjectile.hasCustomName

Return Type: bool

hasCustomName() as bool
script.zs
// ThrowableProjectile.hasCustomName() as bool;
myThrowableProjectile.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// ThrowableProjectile.hasCustomName() as bool;
myThrowableProjectile.hasCustomName();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.hasExactlyOnePlayerPassenger as bool
myThrowableProjectile.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
script.zs
// ThrowableProjectile.hasExactlyOnePlayerPassenger() as bool;
myThrowableProjectile.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.hasGlowingTag as bool
myThrowableProjectile.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
script.zs
// ThrowableProjectile.hasGlowingTag() as bool;
myThrowableProjectile.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
script.zs
// ThrowableProjectile.hasIndirectPassenger(entity as Entity) as bool;
myThrowableProjectile.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(entity as Entity) as bool
script.zs
// ThrowableProjectile.hasPassenger(entity as Entity) as bool;
myThrowableProjectile.hasPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as bool
script.zs
// ThrowableProjectile.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myThrowableProjectile.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool

Return Type: bool

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

Parameters:

source Type: DamageSource
amount Type: float

Return Type: bool

Getter
script.zs
// ThrowableProjectile.id as int
myThrowableProjectile.id

Return Type: int

id() as int
script.zs
// ThrowableProjectile.id() as int;
myThrowableProjectile.id();

Return Type: int

Getter
script.zs
// ThrowableProjectile.isAlive as bool
myThrowableProjectile.isAlive

Return Type: bool

isAlive() as bool
script.zs
// ThrowableProjectile.isAlive() as bool;
myThrowableProjectile.isAlive();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isAlwaysTicking as bool
myThrowableProjectile.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
script.zs
// ThrowableProjectile.isAlwaysTicking() as bool;
myThrowableProjectile.isAlwaysTicking();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isAttackable as bool
myThrowableProjectile.isAttackable

Return Type: bool

isAttackable() as bool
script.zs
// ThrowableProjectile.isAttackable() as bool;
myThrowableProjectile.isAttackable();

Return Type: bool

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

Parameters:

pos Type: BlockPos
state Type: BlockState

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isCrouching as bool
myThrowableProjectile.isCrouching

Return Type: bool

isCrouching() as bool
script.zs
// ThrowableProjectile.isCrouching() as bool;
myThrowableProjectile.isCrouching();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isCurrentlyGlowing as bool
myThrowableProjectile.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// ThrowableProjectile.isCurrentlyGlowing() as bool;
myThrowableProjectile.isCurrentlyGlowing();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isCustomNameVisible as bool
myThrowableProjectile.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
script.zs
// ThrowableProjectile.isCustomNameVisible() as bool;
myThrowableProjectile.isCustomNameVisible();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isDescending as bool
myThrowableProjectile.isDescending

Return Type: bool

isDescending() as bool
script.zs
// ThrowableProjectile.isDescending() as bool;
myThrowableProjectile.isDescending();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isDiscrete as bool
myThrowableProjectile.isDiscrete

Return Type: bool

isDiscrete() as bool
script.zs
// ThrowableProjectile.isDiscrete() as bool;
myThrowableProjectile.isDiscrete();

Return Type: bool

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

Parameters:

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

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isFullyFrozen as bool
myThrowableProjectile.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
script.zs
// ThrowableProjectile.isFullyFrozen() as bool;
myThrowableProjectile.isFullyFrozen();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isInLava as bool
myThrowableProjectile.isInLava

Return Type: bool

isInLava() as bool
script.zs
// ThrowableProjectile.isInLava() as bool;
myThrowableProjectile.isInLava();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isInvisible as bool
myThrowableProjectile.isInvisible

Return Type: bool

isInvisible() as bool
script.zs
// ThrowableProjectile.isInvisible() as bool;
myThrowableProjectile.isInvisible();

Return Type: bool

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

Parameters:

player Type: Player

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isInvulnerable as bool
myThrowableProjectile.isInvulnerable

Return Type: bool

isInvulnerable() as bool
script.zs
// ThrowableProjectile.isInvulnerable() as bool;
myThrowableProjectile.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
script.zs
// ThrowableProjectile.isInvulnerableTo(source as DamageSource) as bool;
myThrowableProjectile.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isInWall as bool
myThrowableProjectile.isInWall

Return Type: bool

isInWall() as bool
script.zs
// ThrowableProjectile.isInWall() as bool;
myThrowableProjectile.isInWall();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isInWater as bool
myThrowableProjectile.isInWater

Return Type: bool

isInWater() as bool
script.zs
// ThrowableProjectile.isInWater() as bool;
myThrowableProjectile.isInWater();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isInWaterOrBubble as bool
myThrowableProjectile.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
script.zs
// ThrowableProjectile.isInWaterOrBubble() as bool;
myThrowableProjectile.isInWaterOrBubble();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isInWaterOrRain as bool
myThrowableProjectile.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
script.zs
// ThrowableProjectile.isInWaterOrRain() as bool;
myThrowableProjectile.isInWaterOrRain();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isInWaterRainOrBubble as bool
myThrowableProjectile.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as bool
script.zs
// ThrowableProjectile.isInWaterRainOrBubble() as bool;
myThrowableProjectile.isInWaterRainOrBubble();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isNoGravity as bool
myThrowableProjectile.isNoGravity

Return Type: bool

isNoGravity() as bool
script.zs
// ThrowableProjectile.isNoGravity() as bool;
myThrowableProjectile.isNoGravity();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isOnFire as bool
myThrowableProjectile.isOnFire

Return Type: bool

isOnFire() as bool
script.zs
// ThrowableProjectile.isOnFire() as bool;
myThrowableProjectile.isOnFire();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isOnPortalCooldown as bool
myThrowableProjectile.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
script.zs
// ThrowableProjectile.isOnPortalCooldown() as bool;
myThrowableProjectile.isOnPortalCooldown();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isPassenger as bool
myThrowableProjectile.isPassenger

Return Type: bool

isPassenger() as bool
script.zs
// ThrowableProjectile.isPassenger() as bool;
myThrowableProjectile.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
script.zs
// ThrowableProjectile.isPassengerOfSameVehicle(entity as Entity) as bool;
myThrowableProjectile.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isPickable as bool
myThrowableProjectile.isPickable

Return Type: bool

isPickable() as bool
script.zs
// ThrowableProjectile.isPickable() as bool;
myThrowableProjectile.isPickable();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isPushable as bool
myThrowableProjectile.isPushable

Return Type: bool

isPushable() as bool
script.zs
// ThrowableProjectile.isPushable() as bool;
myThrowableProjectile.isPushable();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isPushedByFluid as bool
myThrowableProjectile.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
script.zs
// ThrowableProjectile.isPushedByFluid() as bool;
myThrowableProjectile.isPushedByFluid();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isRemoved as bool
myThrowableProjectile.isRemoved

Return Type: bool

isRemoved() as bool
script.zs
// ThrowableProjectile.isRemoved() as bool;
myThrowableProjectile.isRemoved();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isShiftKeyDown as bool
myThrowableProjectile.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
script.zs
// ThrowableProjectile.isShiftKeyDown() as bool;
myThrowableProjectile.isShiftKeyDown();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isSilent as bool
myThrowableProjectile.isSilent

Return Type: bool

isSilent() as bool
script.zs
// ThrowableProjectile.isSilent() as bool;
myThrowableProjectile.isSilent();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isSpectator as bool
myThrowableProjectile.isSpectator

Return Type: bool

isSpectator() as bool
script.zs
// ThrowableProjectile.isSpectator() as bool;
myThrowableProjectile.isSpectator();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isSprinting as bool
myThrowableProjectile.isSprinting

Return Type: bool

isSprinting() as bool
script.zs
// ThrowableProjectile.isSprinting() as bool;
myThrowableProjectile.isSprinting();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isSteppingCarefully as bool
myThrowableProjectile.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
script.zs
// ThrowableProjectile.isSteppingCarefully() as bool;
myThrowableProjectile.isSteppingCarefully();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isSuppressingBounce as bool
myThrowableProjectile.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
script.zs
// ThrowableProjectile.isSuppressingBounce() as bool;
myThrowableProjectile.isSuppressingBounce();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isSwimming as bool
myThrowableProjectile.isSwimming

Return Type: bool

isSwimming() as bool
script.zs
// ThrowableProjectile.isSwimming() as bool;
myThrowableProjectile.isSwimming();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isUnderWater as bool
myThrowableProjectile.isUnderWater

Return Type: bool

isUnderWater() as bool
script.zs
// ThrowableProjectile.isUnderWater() as bool;
myThrowableProjectile.isUnderWater();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isVehicle as bool
myThrowableProjectile.isVehicle

Return Type: bool

isVehicle() as bool
script.zs
// ThrowableProjectile.isVehicle() as bool;
myThrowableProjectile.isVehicle();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isVisuallyCrawling as bool
myThrowableProjectile.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
script.zs
// ThrowableProjectile.isVisuallyCrawling() as bool;
myThrowableProjectile.isVisuallyCrawling();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.isVisuallySwimming as bool
myThrowableProjectile.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
script.zs
// ThrowableProjectile.isVisuallySwimming() as bool;
myThrowableProjectile.isVisuallySwimming();

Return Type: bool

kill()
script.zs
// ThrowableProjectile.kill();
myThrowableProjectile.kill();
lavaHurt()
script.zs
// ThrowableProjectile.lavaHurt();
myThrowableProjectile.lavaHurt();
Getter
script.zs
// ThrowableProjectile.level as Level
myThrowableProjectile.level

Return Type: Level

Getter
script.zs
// ThrowableProjectile.lookAngle as Vec3
myThrowableProjectile.lookAngle

Return Type: Vec3

lookAngle() as Vec3
script.zs
// ThrowableProjectile.lookAngle() as Vec3;
myThrowableProjectile.lookAngle();

Return Type: Vec3

Getter
script.zs
// ThrowableProjectile.maxAirSupply as int
myThrowableProjectile.maxAirSupply

Return Type: int

maxAirSupply() as int
script.zs
// ThrowableProjectile.maxAirSupply() as int;
myThrowableProjectile.maxAirSupply();

Return Type: int

Getter
script.zs
// ThrowableProjectile.maxFallDistance as int
myThrowableProjectile.maxFallDistance

Return Type: int

maxFallDistance() as int
script.zs
// ThrowableProjectile.maxFallDistance() as int;
myThrowableProjectile.maxFallDistance();

Return Type: int

Getter
script.zs
// ThrowableProjectile.motionDirection as Direction
myThrowableProjectile.motionDirection

Return Type: Direction

motionDirection() as Direction
script.zs
// ThrowableProjectile.motionDirection() as Direction;
myThrowableProjectile.motionDirection();

Return Type: Direction

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

Parameters:

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

Parameters:

vec Type: Vec3
moveTo(x as double, y as double, z as double)
script.zs
// ThrowableProjectile.moveTo(x as double, y as double, z as double);
myThrowableProjectile.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
// ThrowableProjectile.moveTo(pos as BlockPos, yaw as float, pitch as float);
myThrowableProjectile.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
// ThrowableProjectile.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myThrowableProjectile.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
// ThrowableProjectile.name as Component
myThrowableProjectile.name

Return Type: Component

Getter
script.zs
// ThrowableProjectile.name as Component
myThrowableProjectile.name

Return Type: Component

name() as Component
script.zs
// ThrowableProjectile.name() as Component;
myThrowableProjectile.name();

Return Type: Component

name() as Component
script.zs
// ThrowableProjectile.name() as Component;
myThrowableProjectile.name();

Return Type: Component

Getter
script.zs
// ThrowableProjectile.onGround as bool
myThrowableProjectile.onGround

Return Type: bool

Getter
script.zs
// ThrowableProjectile.onPos as BlockPos
myThrowableProjectile.onPos

Return Type: BlockPos

onPos() as BlockPos
script.zs
// ThrowableProjectile.onPos() as BlockPos;
myThrowableProjectile.onPos();

Return Type: BlockPos

Getter
script.zs
// ThrowableProjectile.owner as Entity
myThrowableProjectile.owner

Return Type: Entity

Setter
script.zs
// ThrowableProjectile.owner = (entity as Entity);
myThrowableProjectile.owner = myEntity;

Parameters:

entity Type: Entity
owner(entity as Entity)
script.zs
// ThrowableProjectile.owner(entity as Entity);
myThrowableProjectile.owner(myEntity);

Parameters:

entity Type: Entity
owner() as Entity
script.zs
// ThrowableProjectile.owner() as Entity;
myThrowableProjectile.owner();

Return Type: Entity

Getter
script.zs
// ThrowableProjectile.passengers as List<Entity>
myThrowableProjectile.passengers

Return Type: List<Entity>

passengers() as List<Entity>
script.zs
// ThrowableProjectile.passengers() as List<Entity>;
myThrowableProjectile.passengers();

Return Type: List<Entity>

Getter
script.zs
// ThrowableProjectile.percentFrozen as float
myThrowableProjectile.percentFrozen

Return Type: float

percentFrozen() as float
script.zs
// ThrowableProjectile.percentFrozen() as float;
myThrowableProjectile.percentFrozen();

Return Type: float

Getter
script.zs
// ThrowableProjectile.pistonPushReaction as PushReaction
myThrowableProjectile.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
script.zs
// ThrowableProjectile.pistonPushReaction() as PushReaction;
myThrowableProjectile.pistonPushReaction();

Return Type: PushReaction

playSound(sound as SoundEvent, volume as float, pitch as float)
script.zs
// ThrowableProjectile.playSound(sound as SoundEvent, volume as float, pitch as float);
myThrowableProjectile.playSound(mySoundEvent, myFloat, myFloat);

Parameters:

sound Type: SoundEvent
volume Type: float
pitch Type: float
Getter
script.zs
// ThrowableProjectile.portalWaitTime as int
myThrowableProjectile.portalWaitTime

Return Type: int

portalWaitTime() as int
script.zs
// ThrowableProjectile.portalWaitTime() as int;
myThrowableProjectile.portalWaitTime();

Return Type: int

Getter
script.zs
// ThrowableProjectile.position as Vec3
myThrowableProjectile.position

Return Type: Vec3

position() as Vec3
script.zs
// ThrowableProjectile.position() as Vec3;
myThrowableProjectile.position();

Return Type: Vec3

positionRider(entity as Entity)
script.zs
// ThrowableProjectile.positionRider(entity as Entity);
myThrowableProjectile.positionRider(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// ThrowableProjectile.registryName as ResourceLocation
myThrowableProjectile.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
script.zs
// ThrowableProjectile.registryName() as ResourceLocation;
myThrowableProjectile.registryName();

Return Type: ResourceLocation

Getter
script.zs
// ThrowableProjectile.remainingFireTicks as int
myThrowableProjectile.remainingFireTicks

Return Type: int

remainingFireTicks() as int
script.zs
// ThrowableProjectile.remainingFireTicks() as int;
myThrowableProjectile.remainingFireTicks();

Return Type: int

removeTag(tagName as string) as bool
script.zs
// ThrowableProjectile.removeTag(tagName as string) as bool;
myThrowableProjectile.removeTag(myString);

Parameters:

tagName Type: string

Return Type: bool

removeVehicle()
script.zs
// ThrowableProjectile.removeVehicle();
myThrowableProjectile.removeVehicle();
Getter
script.zs
// ThrowableProjectile.rootVehicle as Entity
myThrowableProjectile.rootVehicle

Return Type: Entity

rootVehicle() as Entity
script.zs
// ThrowableProjectile.rootVehicle() as Entity;
myThrowableProjectile.rootVehicle();

Return Type: Entity

sendMessage(component as Component)
script.zs
// ThrowableProjectile.sendMessage(component as Component);
myThrowableProjectile.sendMessage(myComponent);

Parameters:

component Type: Component
setAirSupply(air as int)
script.zs
// ThrowableProjectile.setAirSupply(air as int);
myThrowableProjectile.setAirSupply(myInt);

Parameters:

air Type: int
setCustomName(name as Component)
script.zs
// ThrowableProjectile.setCustomName(name as Component);
myThrowableProjectile.setCustomName(myComponent);

Parameters:

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

Parameters:

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

Parameters:

xDelta Type: double
yDelta Type: double
zDelta Type: double
setGlowingTag(glowing as bool)
script.zs
// ThrowableProjectile.setGlowingTag(glowing as bool);
myThrowableProjectile.setGlowingTag(myBool);

Parameters:

glowing Type: bool
setInvisible(invisible as bool)
script.zs
// ThrowableProjectile.setInvisible(invisible as bool);
myThrowableProjectile.setInvisible(myBool);

Parameters:

invisible Type: bool
setInvulnerable(invulnerable as bool)
script.zs
// ThrowableProjectile.setInvulnerable(invulnerable as bool);
myThrowableProjectile.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool
setIsInPowderSnow(inPowderSnow as bool)
script.zs
// ThrowableProjectile.setIsInPowderSnow(inPowderSnow as bool);
myThrowableProjectile.setIsInPowderSnow(myBool);

Parameters:

inPowderSnow Type: bool
setItemSlot(slot as EquipmentSlot, stack as ItemStack)
script.zs
// ThrowableProjectile.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myThrowableProjectile.setItemSlot(myEquipmentSlot, myItemStack);

Parameters:

stack Type: ItemStack
setNoGravity(noGravity as bool)
script.zs
// ThrowableProjectile.setNoGravity(noGravity as bool);
myThrowableProjectile.setNoGravity(myBool);

Parameters:

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

Parameters:

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

Parameters:

position Type: Vec3
setPos(x as double, y as double, z as double)
script.zs
// ThrowableProjectile.setPos(x as double, y as double, z as double);
myThrowableProjectile.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
// ThrowableProjectile.setPosRaw(x as double, y as double, z as double);
myThrowableProjectile.setPosRaw(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
setRemainingFireTicks(ticks as int)
script.zs
// ThrowableProjectile.setRemainingFireTicks(ticks as int);
myThrowableProjectile.setRemainingFireTicks(myInt);

Parameters:

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

Parameters:

setSecondsOnFire(seconds as int)
script.zs
// ThrowableProjectile.setSecondsOnFire(seconds as int);
myThrowableProjectile.setSecondsOnFire(myInt);

Parameters:

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

Parameters:

keyDown Type: bool
setSilent(silent as bool)
script.zs
// ThrowableProjectile.setSilent(silent as bool);
myThrowableProjectile.setSilent(myBool);

Parameters:

silent Type: bool
setSprinting(sprinting as bool)
script.zs
// ThrowableProjectile.setSprinting(sprinting as bool);
myThrowableProjectile.setSprinting(myBool);

Parameters:

sprinting Type: bool
setSwimming(swimming as bool)
script.zs
// ThrowableProjectile.setSwimming(swimming as bool);
myThrowableProjectile.setSwimming(myBool);

Parameters:

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

Parameters:

ticks Type: int
Getter
script.zs
// ThrowableProjectile.shouldBeSaved as bool
myThrowableProjectile.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
script.zs
// ThrowableProjectile.shouldBeSaved() as bool;
myThrowableProjectile.shouldBeSaved();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.shouldInformAdmins as bool
myThrowableProjectile.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
script.zs
// ThrowableProjectile.shouldInformAdmins() as bool;
myThrowableProjectile.shouldInformAdmins();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.shouldShowName as bool
myThrowableProjectile.shouldShowName

Return Type: bool

shouldShowName() as bool
script.zs
// ThrowableProjectile.shouldShowName() as bool;
myThrowableProjectile.shouldShowName();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.showVehicleHealth as bool
myThrowableProjectile.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
script.zs
// ThrowableProjectile.showVehicleHealth() as bool;
myThrowableProjectile.showVehicleHealth();

Return Type: bool

Getter
script.zs
// ThrowableProjectile.soundSource as SoundSource
myThrowableProjectile.soundSource

Return Type: SoundSource

soundSource() as SoundSource
script.zs
// ThrowableProjectile.soundSource() as SoundSource;
myThrowableProjectile.soundSource();

Return Type: SoundSource

startRiding(entity as Entity) as bool
script.zs
// ThrowableProjectile.startRiding(entity as Entity) as bool;
myThrowableProjectile.startRiding(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

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

Parameters:

entity Type: Entity
force Type: bool

Return Type: bool

stopRiding()
script.zs
// ThrowableProjectile.stopRiding();
myThrowableProjectile.stopRiding();
Getter
script.zs
// ThrowableProjectile.stringUUID as string
myThrowableProjectile.stringUUID

Return Type: string

stringUUID() as string
script.zs
// ThrowableProjectile.stringUUID() as string;
myThrowableProjectile.stringUUID();

Return Type: string

Getter
script.zs
// ThrowableProjectile.tags as Set<string>
myThrowableProjectile.tags

Return Type: Set<string>

tags() as Set<string>
script.zs
// ThrowableProjectile.tags() as Set<string>;
myThrowableProjectile.tags();

Return Type: Set<string>

Getter
script.zs
// ThrowableProjectile.teamColor as int
myThrowableProjectile.teamColor

Return Type: int

teamColor() as int
script.zs
// ThrowableProjectile.teamColor() as int;
myThrowableProjectile.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
script.zs
// ThrowableProjectile.teleportTo(x as double, y as double, z as double);
myThrowableProjectile.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// ThrowableProjectile.ticksFrozen as int
myThrowableProjectile.ticksFrozen

Return Type: int

ticksFrozen() as int
script.zs
// ThrowableProjectile.ticksFrozen() as int;
myThrowableProjectile.ticksFrozen();

Return Type: int

Getter
script.zs
// ThrowableProjectile.ticksRequiredToFreeze as int
myThrowableProjectile.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
script.zs
// ThrowableProjectile.ticksRequiredToFreeze() as int;
myThrowableProjectile.ticksRequiredToFreeze();

Return Type: int

turn(yaw as double, pitch as double)
script.zs
// ThrowableProjectile.turn(yaw as double, pitch as double);
myThrowableProjectile.turn(myDouble, myDouble);

Parameters:

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

Return Type: EntityType<Entity>

type() as EntityType<Entity>
script.zs
// ThrowableProjectile.type() as EntityType<Entity>;
myThrowableProjectile.type();

Return Type: EntityType<Entity>

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

Parameters:

data Type: MapData - The custom data to store.
updateCustomEntityTag(level as Level, player as Player, data as MapData)
script.zs
// ThrowableProjectile.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myThrowableProjectile.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
// ThrowableProjectile.updateData(data as MapData);
myThrowableProjectile.updateData({key: "value"});

Parameters:

data Type: MapData - The new Data for this Entity
Getter
script.zs
// ThrowableProjectile.uuid as UUID
myThrowableProjectile.uuid

Return Type: UUID

uuid() as UUID
script.zs
// ThrowableProjectile.uuid() as UUID;
myThrowableProjectile.uuid();

Return Type: UUID

Getter
script.zs
// ThrowableProjectile.vehicle as Entity
myThrowableProjectile.vehicle

Return Type: Entity

vehicle() as Entity
script.zs
// ThrowableProjectile.vehicle() as Entity;
myThrowableProjectile.vehicle();

Return Type: Entity

Getter
script.zs
// ThrowableProjectile.x as double
myThrowableProjectile.x

Return Type: double

x() as double
script.zs
// ThrowableProjectile.x() as double;
myThrowableProjectile.x();

Return Type: double

Getter
script.zs
// ThrowableProjectile.y as double
myThrowableProjectile.y

Return Type: double

y() as double
script.zs
// ThrowableProjectile.y() as double;
myThrowableProjectile.y();

Return Type: double

Getter
script.zs
// ThrowableProjectile.z as double
myThrowableProjectile.z

Return Type: double

z() as double
script.zs
// ThrowableProjectile.z() as double;
myThrowableProjectile.z();

Return Type: double