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AbstractVillager

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.villager.AbstractVillager;

Extends

AbstractVillager extends AgeableMob.

Implements

AbstractVillager implements the following interfaces:

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

Undocumented Interfaces

InventoryCarrier,Npc,Targeting,Attackable,ILivingEntityExtension,IEntityExtension,ICapabilitySerializable<CompoundTag>,INBTSerializable<Tag>

Members

Getter
script.zs
// AbstractVillager.absorptionAmount as float
myAbstractVillager.absorptionAmount

Return Type: float

absorptionAmount() as float
script.zs
// AbstractVillager.absorptionAmount() as float;
myAbstractVillager.absorptionAmount();

Return Type: float

Getter
script.zs
// AbstractVillager.acceptsFailure as bool
myAbstractVillager.acceptsFailure

Return Type: bool

acceptsFailure() as bool
script.zs
// AbstractVillager.acceptsFailure() as bool;
myAbstractVillager.acceptsFailure();

Return Type: bool

Getter
script.zs
// AbstractVillager.acceptsSuccess as bool
myAbstractVillager.acceptsSuccess

Return Type: bool

acceptsSuccess() as bool
script.zs
// AbstractVillager.acceptsSuccess() as bool;
myAbstractVillager.acceptsSuccess();

Return Type: bool

Getter
script.zs
// AbstractVillager.activeEffects as Collection<MobEffectInstance>
myAbstractVillager.activeEffects

Return Type: Collection<MobEffectInstance>

activeEffects() as Collection<MobEffectInstance>
script.zs
// AbstractVillager.activeEffects() as Collection<MobEffectInstance>;
myAbstractVillager.activeEffects();

Return Type: Collection<MobEffectInstance>

Getter
script.zs
// AbstractVillager.activeEFfectsMap as MobEffectInstance[MobEffect]
myAbstractVillager.activeEFfectsMap

Return Type: MobEffectInstance[MobEffect]

activeEFfectsMap() as MobEffectInstance[MobEffect]
script.zs
// AbstractVillager.activeEFfectsMap() as MobEffectInstance[MobEffect];
myAbstractVillager.activeEFfectsMap();

Return Type: MobEffectInstance[MobEffect]

addEffect(effectInstance as MobEffectInstance) as bool
script.zs
// AbstractVillager.addEffect(effectInstance as MobEffectInstance) as bool;
myAbstractVillager.addEffect(myMobEffectInstance);

Parameters:

effectInstance Type: MobEffectInstance

Return Type: bool

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

Parameters:

effectInstance Type: MobEffectInstance
entity Type: Entity

Return Type: bool

addTag(tagName as string) as bool
script.zs
// AbstractVillager.addTag(tagName as string) as bool;
myAbstractVillager.addTag(myString);

Parameters:

tagName Type: string

Return Type: bool

Getter
script.zs
// AbstractVillager.airSupply as int
myAbstractVillager.airSupply

Return Type: int

airSupply() as int
script.zs
// AbstractVillager.airSupply() as int;
myAbstractVillager.airSupply();

Return Type: int

Getter
script.zs
// AbstractVillager.allSlots as Iterable<ItemStack>
myAbstractVillager.allSlots

Return Type: Iterable<ItemStack>

allSlots() as Iterable<ItemStack>
script.zs
// AbstractVillager.allSlots() as Iterable<ItemStack>;
myAbstractVillager.allSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// AbstractVillager.alwaysAccepts as bool
myAbstractVillager.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
script.zs
// AbstractVillager.alwaysAccepts() as bool;
myAbstractVillager.alwaysAccepts();

Return Type: bool

Getter
script.zs
// AbstractVillager.armorCoverPercentage as float
myAbstractVillager.armorCoverPercentage

Return Type: float

armorCoverPercentage() as float
script.zs
// AbstractVillager.armorCoverPercentage() as float;
myAbstractVillager.armorCoverPercentage();

Return Type: float

Getter
script.zs
// AbstractVillager.armorSlots as Iterable<ItemStack>
myAbstractVillager.armorSlots

Return Type: Iterable<ItemStack>

armorSlots() as Iterable<ItemStack>
script.zs
// AbstractVillager.armorSlots() as Iterable<ItemStack>;
myAbstractVillager.armorSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// AbstractVillager.armorValue as int
myAbstractVillager.armorValue

Return Type: int

armorValue() as int
script.zs
// AbstractVillager.armorValue() as int;
myAbstractVillager.armorValue();

Return Type: int

Getter
script.zs
// AbstractVillager.arrowCount as int
myAbstractVillager.arrowCount

Return Type: int

arrowCount() as int
script.zs
// AbstractVillager.arrowCount() as int;
myAbstractVillager.arrowCount();

Return Type: int

Getter
script.zs
// AbstractVillager.attackable as bool
myAbstractVillager.attackable

Return Type: bool

attackable() as bool
script.zs
// AbstractVillager.attackable() as bool;
myAbstractVillager.attackable();

Return Type: bool

Getter
script.zs
// AbstractVillager.bbHeight as float
myAbstractVillager.bbHeight

Return Type: float

bbHeight() as float
script.zs
// AbstractVillager.bbHeight() as float;
myAbstractVillager.bbHeight();

Return Type: float

Getter
script.zs
// AbstractVillager.bbWidth as float
myAbstractVillager.bbWidth

Return Type: float

bbWidth() as float
script.zs
// AbstractVillager.bbWidth() as float;
myAbstractVillager.bbWidth();

Return Type: float

Getter
script.zs
// AbstractVillager.bedOrientation as Direction
myAbstractVillager.bedOrientation

Return Type: Direction

bedOrientation() as Direction
script.zs
// AbstractVillager.bedOrientation() as Direction;
myAbstractVillager.bedOrientation();

Return Type: Direction

Getter
script.zs
// AbstractVillager.blockPosiion as BlockPos
myAbstractVillager.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
script.zs
// AbstractVillager.blockPosiion() as BlockPos;
myAbstractVillager.blockPosiion();

Return Type: BlockPos

Getter
script.zs
// AbstractVillager.blockPosition as BlockPos
myAbstractVillager.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
script.zs
// AbstractVillager.blockPosition() as BlockPos;
myAbstractVillager.blockPosition();

Return Type: BlockPos

Getter
script.zs
// AbstractVillager.blockX as int
myAbstractVillager.blockX

Return Type: int

blockX() as int
script.zs
// AbstractVillager.blockX() as int;
myAbstractVillager.blockX();

Return Type: int

Getter
script.zs
// AbstractVillager.blockY as int
myAbstractVillager.blockY

Return Type: int

blockY() as int
script.zs
// AbstractVillager.blockY() as int;
myAbstractVillager.blockY();

Return Type: int

Getter
script.zs
// AbstractVillager.blockZ as int
myAbstractVillager.blockZ

Return Type: int

blockZ() as int
script.zs
// AbstractVillager.blockZ() as int;
myAbstractVillager.blockZ();

Return Type: int

Getter
script.zs
// AbstractVillager.boundingBox as AABB
myAbstractVillager.boundingBox

Return Type: AABB

boundingBox() as AABB
script.zs
// AbstractVillager.boundingBox() as AABB;
myAbstractVillager.boundingBox();

Return Type: AABB

Getter
script.zs
// AbstractVillager.boundingBoxForCulling as AABB
myAbstractVillager.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
script.zs
// AbstractVillager.boundingBoxForCulling() as AABB;
myAbstractVillager.boundingBoxForCulling();

Return Type: AABB

canAttack(target as LivingEntity) as bool
script.zs
// AbstractVillager.canAttack(target as LivingEntity) as bool;
myAbstractVillager.canAttack(myLivingEntity);

Parameters:

target Type: LivingEntity

Return Type: bool

canBeAffected(effectInstance as MobEffectInstance) as bool
script.zs
// AbstractVillager.canBeAffected(effectInstance as MobEffectInstance) as bool;
myAbstractVillager.canBeAffected(myMobEffectInstance);

Parameters:

effectInstance Type: MobEffectInstance

Return Type: bool

Getter
script.zs
// AbstractVillager.canBeCollidedWith as bool
myAbstractVillager.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
script.zs
// AbstractVillager.canBeCollidedWith() as bool;
myAbstractVillager.canBeCollidedWith();

Return Type: bool

Getter
script.zs
// AbstractVillager.canBeSeenAsEnemy as bool
myAbstractVillager.canBeSeenAsEnemy

Return Type: bool

canBeSeenAsEnemy() as bool
script.zs
// AbstractVillager.canBeSeenAsEnemy() as bool;
myAbstractVillager.canBeSeenAsEnemy();

Return Type: bool

Getter
script.zs
// AbstractVillager.canBeSeenByAnyone as bool
myAbstractVillager.canBeSeenByAnyone

Return Type: bool

canBeSeenByAnyone() as bool
script.zs
// AbstractVillager.canBeSeenByAnyone() as bool;
myAbstractVillager.canBeSeenByAnyone();

Return Type: bool

Getter
script.zs
// AbstractVillager.canBreatheUnderwater as bool
myAbstractVillager.canBreatheUnderwater

Return Type: bool

Getter
script.zs
// AbstractVillager.canBreatheUnderwater as bool
myAbstractVillager.canBreatheUnderwater

Return Type: bool

canBreatheUnderwater() as bool
script.zs
// AbstractVillager.canBreatheUnderwater() as bool;
myAbstractVillager.canBreatheUnderwater();

Return Type: bool

canBreatheUnderwater() as bool
script.zs
// AbstractVillager.canBreatheUnderwater() as bool;
myAbstractVillager.canBreatheUnderwater();

Return Type: bool

canCollideWith(other as Entity) as bool
script.zs
// AbstractVillager.canCollideWith(other as Entity) as bool;
myAbstractVillager.canCollideWith(myEntity);

Parameters:

other Type: Entity

Return Type: bool

Getter
script.zs
// AbstractVillager.canFreeze as bool
myAbstractVillager.canFreeze

Return Type: bool

canFreeze() as bool
script.zs
// AbstractVillager.canFreeze() as bool;
myAbstractVillager.canFreeze();

Return Type: bool

Getter
script.zs
// AbstractVillager.canRestock as bool
myAbstractVillager.canRestock

Return Type: bool

canRestock() as bool
script.zs
// AbstractVillager.canRestock() as bool;
myAbstractVillager.canRestock();

Return Type: bool

canStandOnFluid(fluid as Fluid) as bool
script.zs
// AbstractVillager.canStandOnFluid(fluid as Fluid) as bool;
myAbstractVillager.canStandOnFluid(myFluid);

Parameters:

fluid Type: Fluid

Return Type: bool

canTakeItem(stack as ItemStack) as bool
script.zs
// AbstractVillager.canTakeItem(stack as ItemStack) as bool;
myAbstractVillager.canTakeItem(myItemStack);

Parameters:

stack Type: ItemStack

Return Type: bool

clearFire()
script.zs
// AbstractVillager.clearFire();
myAbstractVillager.clearFire();
clearSleepingPos()
script.zs
// AbstractVillager.clearSleepingPos();
myAbstractVillager.clearSleepingPos();
closerThan(other as Entity, distance as double) as bool
script.zs
// AbstractVillager.closerThan(other as Entity, distance as double) as bool;
myAbstractVillager.closerThan(myEntity, myDouble);

Parameters:

other Type: Entity
distance Type: double

Return Type: bool

Getter
script.zs
// AbstractVillager.commandSenderWorld as Level
myAbstractVillager.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
script.zs
// AbstractVillager.commandSenderWorld() as Level;
myAbstractVillager.commandSenderWorld();

Return Type: Level

Getter
script.zs
// AbstractVillager.controllingPassenger as Entity
myAbstractVillager.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
script.zs
// AbstractVillager.controllingPassenger() as Entity;
myAbstractVillager.controllingPassenger();

Return Type: Entity

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

Return Type: MapData

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

Returns: The custom data for this Entity.

script.zs
// AbstractVillager.customData() as MapData;
myAbstractVillager.customData();

Return Type: MapData

Getter
script.zs
// AbstractVillager.customName as Component
myAbstractVillager.customName

Return Type: Component

Getter
script.zs
// AbstractVillager.customName as Component
myAbstractVillager.customName

Return Type: Component

customName() as Component
script.zs
// AbstractVillager.customName() as Component;
myAbstractVillager.customName();

Return Type: Component

customName() as Component
script.zs
// AbstractVillager.customName() as Component;
myAbstractVillager.customName();

Return Type: Component

Getter
script.zs
// AbstractVillager.dampensVibrations as bool
myAbstractVillager.dampensVibrations

Return Type: bool

dampensVibrations() as bool
script.zs
// AbstractVillager.dampensVibrations() as bool;
myAbstractVillager.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// AbstractVillager.data as MapData
myAbstractVillager.data

Return Type: MapData

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

Returns: The NBT data of this Entity.

script.zs
// AbstractVillager.data() as MapData;
myAbstractVillager.data();

Return Type: MapData

Getter
script.zs
// AbstractVillager.deltaMovement as Vec3
myAbstractVillager.deltaMovement

Return Type: Vec3

Setter
script.zs
// AbstractVillager.deltaMovement = (deltaMovement as Vec3);
myAbstractVillager.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3
deltaMovement() as Vec3
script.zs
// AbstractVillager.deltaMovement() as Vec3;
myAbstractVillager.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
script.zs
// AbstractVillager.deltaMovement(deltaMovement as Vec3);
myAbstractVillager.deltaMovement(myVec3);

Parameters:

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

Parameters:

source Type: DamageSource
Getter
script.zs
// AbstractVillager.dimensionChangingDelay as int
myAbstractVillager.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
script.zs
// AbstractVillager.dimensionChangingDelay() as int;
myAbstractVillager.dimensionChangingDelay();

Return Type: int

Getter
script.zs
// AbstractVillager.direction as Direction
myAbstractVillager.direction

Return Type: Direction

direction() as Direction
script.zs
// AbstractVillager.direction() as Direction;
myAbstractVillager.direction();

Return Type: Direction

discard()
script.zs
// AbstractVillager.discard();
myAbstractVillager.discard();
Getter
script.zs
// AbstractVillager.dismountsUnderwater as bool
myAbstractVillager.dismountsUnderwater

Return Type: bool

Getter
script.zs
// AbstractVillager.displayName as Component
myAbstractVillager.displayName

Return Type: Component

Getter
script.zs
// AbstractVillager.displayName as Component
myAbstractVillager.displayName

Return Type: Component

displayName() as Component
script.zs
// AbstractVillager.displayName() as Component;
myAbstractVillager.displayName();

Return Type: Component

displayName() as Component
script.zs
// AbstractVillager.displayName() as Component;
myAbstractVillager.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
script.zs
// AbstractVillager.distanceTo(entity as Entity) as float;
myAbstractVillager.distanceTo(myEntity);

Parameters:

entity Type: Entity

Return Type: float

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

Parameters:

entity Type: Entity

Return Type: double

distanceToSqr(vec as Vec3) as double
script.zs
// AbstractVillager.distanceToSqr(vec as Vec3) as double;
myAbstractVillager.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3

Return Type: double

doHurtTarget(entity as Entity) as bool
script.zs
// AbstractVillager.doHurtTarget(entity as Entity) as bool;
myAbstractVillager.doHurtTarget(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

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

Parameters:

level Type: Level
stack Type: ItemStack

Return Type: ItemStack

ejectPassengers()
script.zs
// AbstractVillager.ejectPassengers();
myAbstractVillager.ejectPassengers();
Getter
script.zs
// AbstractVillager.eyeHeight as float
myAbstractVillager.eyeHeight

Return Type: float

eyeHeight() as float
script.zs
// AbstractVillager.eyeHeight() as float;
myAbstractVillager.eyeHeight();

Return Type: float

Getter
script.zs
// AbstractVillager.eyePosition as Vec3
myAbstractVillager.eyePosition

Return Type: Vec3

eyePosition() as Vec3
script.zs
// AbstractVillager.eyePosition() as Vec3;
myAbstractVillager.eyePosition();

Return Type: Vec3

Getter
script.zs
// AbstractVillager.eyeY as double
myAbstractVillager.eyeY

Return Type: double

eyeY() as double
script.zs
// AbstractVillager.eyeY() as double;
myAbstractVillager.eyeY();

Return Type: double

Getter
script.zs
// AbstractVillager.fallFlyingTicks as int
myAbstractVillager.fallFlyingTicks

Return Type: int

fallFlyingTicks() as int
script.zs
// AbstractVillager.fallFlyingTicks() as int;
myAbstractVillager.fallFlyingTicks();

Return Type: int

Getter
script.zs
// AbstractVillager.feetBlockState as BlockState
myAbstractVillager.feetBlockState

Return Type: BlockState

feetBlockState() as BlockState
script.zs
// AbstractVillager.feetBlockState() as BlockState;
myAbstractVillager.feetBlockState();

Return Type: BlockState

Getter
script.zs
// AbstractVillager.fireImmune as bool
myAbstractVillager.fireImmune

Return Type: bool

fireImmune() as bool
script.zs
// AbstractVillager.fireImmune() as bool;
myAbstractVillager.fireImmune();

Return Type: bool

Getter
script.zs
// AbstractVillager.firstPassenger as Entity
myAbstractVillager.firstPassenger

Return Type: Entity

firstPassenger() as Entity
script.zs
// AbstractVillager.firstPassenger() as Entity;
myAbstractVillager.firstPassenger();

Return Type: Entity

Getter
script.zs
// AbstractVillager.fluidJumpThreshold as double
myAbstractVillager.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
script.zs
// AbstractVillager.fluidJumpThreshold() as double;
myAbstractVillager.fluidJumpThreshold();

Return Type: double

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

Parameters:

effectInstance Type: MobEffectInstance
entity Type: Entity
Getter
script.zs
// AbstractVillager.forward as Vec3
myAbstractVillager.forward

Return Type: Vec3

forward() as Vec3
script.zs
// AbstractVillager.forward() as Vec3;
myAbstractVillager.forward();

Return Type: Vec3

getAttribute(attribute as Attribute) as AttributeInstance
script.zs
// AbstractVillager.getAttribute(attribute as Attribute) as AttributeInstance;
myAbstractVillager.getAttribute(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: AttributeInstance

getAttributeBaseValue(attribute as Attribute) as double
script.zs
// AbstractVillager.getAttributeBaseValue(attribute as Attribute) as double;
myAbstractVillager.getAttributeBaseValue(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: double

getAttributeValue(attribute as Attribute) as double
script.zs
// AbstractVillager.getAttributeValue(attribute as Attribute) as double;
myAbstractVillager.getAttributeValue(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: double

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

Returns: The found capability or null.

script.zs
// AbstractVillager.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myAbstractVillager.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
// AbstractVillager.getCapability<T>(cap as Capability<T>) as T?;
myAbstractVillager.getCapability<T>(Capabilities.ENERGY);

Parameters:

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

Return Type: T?

getEffect(effect as MobEffect) as MobEffectInstance
script.zs
// AbstractVillager.getEffect(effect as MobEffect) as MobEffectInstance;
myAbstractVillager.getEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: MobEffectInstance

getEyePosition(partialTicks as float) as Vec3
script.zs
// AbstractVillager.getEyePosition(partialTicks as float) as Vec3;
myAbstractVillager.getEyePosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getItemBySlot(slot as EquipmentSlot) as ItemStack
script.zs
// AbstractVillager.getItemBySlot(slot as EquipmentSlot) as ItemStack;
myAbstractVillager.getItemBySlot(myEquipmentSlot);

Parameters:

Return Type: ItemStack

getItemInHand(hand as InteractionHand) as ItemStack
script.zs
// AbstractVillager.getItemInHand(hand as InteractionHand) as ItemStack;
myAbstractVillager.getItemInHand(myInteractionHand);

Parameters:

Return Type: ItemStack

getPosition(partialTicks as float) as Vec3
script.zs
// AbstractVillager.getPosition(partialTicks as float) as Vec3;
myAbstractVillager.getPosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getSwimAmount(partialTicks as float) as float
script.zs
// AbstractVillager.getSwimAmount(partialTicks as float) as float;
myAbstractVillager.getSwimAmount(myFloat);

Parameters:

partialTicks Type: float

Return Type: float

getUpVector(partialTicks as float) as Vec3
script.zs
// AbstractVillager.getUpVector(partialTicks as float) as Vec3;
myAbstractVillager.getUpVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
script.zs
// AbstractVillager.getViewVector(partialTicks as float) as Vec3;
myAbstractVillager.getViewVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getVisibilityPercent(lookingEntity as Entity) as double
script.zs
// AbstractVillager.getVisibilityPercent(lookingEntity as Entity) as double;
myAbstractVillager.getVisibilityPercent(myEntity);

Parameters:

lookingEntity Type: Entity

Return Type: double

getX(scale as double) as double
script.zs
// AbstractVillager.getX(scale as double) as double;
myAbstractVillager.getX(myDouble);

Parameters:

scale Type: double

Return Type: double

getY(scale as double) as double
script.zs
// AbstractVillager.getY(scale as double) as double;
myAbstractVillager.getY(myDouble);

Parameters:

scale Type: double

Return Type: double

getZ(scale as double) as double
script.zs
// AbstractVillager.getZ(scale as double) as double;
myAbstractVillager.getZ(myDouble);

Parameters:

scale Type: double

Return Type: double

Getter
script.zs
// AbstractVillager.handSlots as Iterable<ItemStack>
myAbstractVillager.handSlots

Return Type: Iterable<ItemStack>

handSlots() as Iterable<ItemStack>
script.zs
// AbstractVillager.handSlots() as Iterable<ItemStack>;
myAbstractVillager.handSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// AbstractVillager.hasCustomName as bool
myAbstractVillager.hasCustomName

Return Type: bool

Getter
script.zs
// AbstractVillager.hasCustomName as bool
myAbstractVillager.hasCustomName

Return Type: bool

hasCustomName() as bool
script.zs
// AbstractVillager.hasCustomName() as bool;
myAbstractVillager.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// AbstractVillager.hasCustomName() as bool;
myAbstractVillager.hasCustomName();

Return Type: bool

hasEffect(effect as MobEffect) as bool
script.zs
// AbstractVillager.hasEffect(effect as MobEffect) as bool;
myAbstractVillager.hasEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: bool

Getter
script.zs
// AbstractVillager.hasExactlyOnePlayerPassenger as bool
myAbstractVillager.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
script.zs
// AbstractVillager.hasExactlyOnePlayerPassenger() as bool;
myAbstractVillager.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
script.zs
// AbstractVillager.hasGlowingTag as bool
myAbstractVillager.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
script.zs
// AbstractVillager.hasGlowingTag() as bool;
myAbstractVillager.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
script.zs
// AbstractVillager.hasIndirectPassenger(entity as Entity) as bool;
myAbstractVillager.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasItemInSlot(slot as EquipmentSlot) as bool
script.zs
// AbstractVillager.hasItemInSlot(slot as EquipmentSlot) as bool;
myAbstractVillager.hasItemInSlot(myEquipmentSlot);

Parameters:

Return Type: bool

hasLineOfSight(entity as Entity) as bool
script.zs
// AbstractVillager.hasLineOfSight(entity as Entity) as bool;
myAbstractVillager.hasLineOfSight(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(entity as Entity) as bool
script.zs
// AbstractVillager.hasPassenger(entity as Entity) as bool;
myAbstractVillager.hasPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as bool
script.zs
// AbstractVillager.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myAbstractVillager.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool

Return Type: bool

heal(amount as float)
script.zs
// AbstractVillager.heal(amount as float);
myAbstractVillager.heal(myFloat);

Parameters:

amount Type: float
Getter
script.zs
// AbstractVillager.health as float
myAbstractVillager.health

Return Type: float

health() as float
script.zs
// AbstractVillager.health() as float;
myAbstractVillager.health();

Return Type: float

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

Parameters:

source Type: DamageSource
amount Type: float

Return Type: bool

Getter
script.zs
// AbstractVillager.id as int
myAbstractVillager.id

Return Type: int

id() as int
script.zs
// AbstractVillager.id() as int;
myAbstractVillager.id();

Return Type: int

Getter
script.zs
// AbstractVillager.isAffectedByPotions as bool
myAbstractVillager.isAffectedByPotions

Return Type: bool

isAffectedByPotions() as bool
script.zs
// AbstractVillager.isAffectedByPotions() as bool;
myAbstractVillager.isAffectedByPotions();

Return Type: bool

Getter
script.zs
// AbstractVillager.isAlive as bool
myAbstractVillager.isAlive

Return Type: bool

isAlive() as bool
script.zs
// AbstractVillager.isAlive() as bool;
myAbstractVillager.isAlive();

Return Type: bool

Getter
script.zs
// AbstractVillager.isAlwaysTicking as bool
myAbstractVillager.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
script.zs
// AbstractVillager.isAlwaysTicking() as bool;
myAbstractVillager.isAlwaysTicking();

Return Type: bool

Getter
script.zs
// AbstractVillager.isAttackable as bool
myAbstractVillager.isAttackable

Return Type: bool

isAttackable() as bool
script.zs
// AbstractVillager.isAttackable() as bool;
myAbstractVillager.isAttackable();

Return Type: bool

Getter
script.zs
// AbstractVillager.isAutoSpinAttack as bool
myAbstractVillager.isAutoSpinAttack

Return Type: bool

isAutoSpinAttack() as bool
script.zs
// AbstractVillager.isAutoSpinAttack() as bool;
myAbstractVillager.isAutoSpinAttack();

Return Type: bool

Getter
script.zs
// AbstractVillager.isBaby as bool
myAbstractVillager.isBaby

Return Type: bool

isBaby() as bool
script.zs
// AbstractVillager.isBaby() as bool;
myAbstractVillager.isBaby();

Return Type: bool

Getter
script.zs
// AbstractVillager.isBlocking as bool
myAbstractVillager.isBlocking

Return Type: bool

isBlocking() as bool
script.zs
// AbstractVillager.isBlocking() as bool;
myAbstractVillager.isBlocking();

Return Type: bool

Getter
script.zs
// AbstractVillager.isClientSide as bool
myAbstractVillager.isClientSide

Return Type: bool

isClientSide() as bool
script.zs
// AbstractVillager.isClientSide() as bool;
myAbstractVillager.isClientSide();

Return Type: bool

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

Parameters:

pos Type: BlockPos
state Type: BlockState

Return Type: bool

Getter
script.zs
// AbstractVillager.isCrouching as bool
myAbstractVillager.isCrouching

Return Type: bool

isCrouching() as bool
script.zs
// AbstractVillager.isCrouching() as bool;
myAbstractVillager.isCrouching();

Return Type: bool

Getter
script.zs
// AbstractVillager.isCurrentlyGlowing as bool
myAbstractVillager.isCurrentlyGlowing

Return Type: bool

Getter
script.zs
// AbstractVillager.isCurrentlyGlowing as bool
myAbstractVillager.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// AbstractVillager.isCurrentlyGlowing() as bool;
myAbstractVillager.isCurrentlyGlowing();

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// AbstractVillager.isCurrentlyGlowing() as bool;
myAbstractVillager.isCurrentlyGlowing();

Return Type: bool

Getter
script.zs
// AbstractVillager.isCustomNameVisible as bool
myAbstractVillager.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
script.zs
// AbstractVillager.isCustomNameVisible() as bool;
myAbstractVillager.isCustomNameVisible();

Return Type: bool

isDamageSourceBlocked(source as DamageSource) as bool
script.zs
// AbstractVillager.isDamageSourceBlocked(source as DamageSource) as bool;
myAbstractVillager.isDamageSourceBlocked(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// AbstractVillager.isDeadOrDying as bool
myAbstractVillager.isDeadOrDying

Return Type: bool

isDeadOrDying() as bool
script.zs
// AbstractVillager.isDeadOrDying() as bool;
myAbstractVillager.isDeadOrDying();

Return Type: bool

Getter
script.zs
// AbstractVillager.isDescending as bool
myAbstractVillager.isDescending

Return Type: bool

isDescending() as bool
script.zs
// AbstractVillager.isDescending() as bool;
myAbstractVillager.isDescending();

Return Type: bool

Getter
script.zs
// AbstractVillager.isDiscrete as bool
myAbstractVillager.isDiscrete

Return Type: bool

isDiscrete() as bool
script.zs
// AbstractVillager.isDiscrete() as bool;
myAbstractVillager.isDiscrete();

Return Type: bool

Getter
script.zs
// AbstractVillager.isFallFlying as bool
myAbstractVillager.isFallFlying

Return Type: bool

isFallFlying() as bool
script.zs
// AbstractVillager.isFallFlying() as bool;
myAbstractVillager.isFallFlying();

Return Type: bool

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

Parameters:

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

Return Type: bool

Getter
script.zs
// AbstractVillager.isFullyFrozen as bool
myAbstractVillager.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
script.zs
// AbstractVillager.isFullyFrozen() as bool;
myAbstractVillager.isFullyFrozen();

Return Type: bool

isHolding(item as Item) as bool
script.zs
// AbstractVillager.isHolding(item as ItemDefinition) as bool;
myAbstractVillager.isHolding(myItem);

Parameters:

Return Type: bool

isHolding(predicate as function(t as ItemStack) as bool) as bool
script.zs
// AbstractVillager.isHolding(predicate as function(t as ItemStack) as bool) as bool;
myAbstractVillager.isHolding(myPredicate);

Parameters:

predicate Type: function(t as ItemStack) as bool

Return Type: bool

Getter
script.zs
// AbstractVillager.isInLava as bool
myAbstractVillager.isInLava

Return Type: bool

isInLava() as bool
script.zs
// AbstractVillager.isInLava() as bool;
myAbstractVillager.isInLava();

Return Type: bool

Getter
script.zs
// AbstractVillager.isInvertedHealAndHarm as bool
myAbstractVillager.isInvertedHealAndHarm

Return Type: bool

isInvertedHealAndHarm() as bool
script.zs
// AbstractVillager.isInvertedHealAndHarm() as bool;
myAbstractVillager.isInvertedHealAndHarm();

Return Type: bool

Getter
script.zs
// AbstractVillager.isInvisible as bool
myAbstractVillager.isInvisible

Return Type: bool

isInvisible() as bool
script.zs
// AbstractVillager.isInvisible() as bool;
myAbstractVillager.isInvisible();

Return Type: bool

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

Parameters:

player Type: Player

Return Type: bool

Getter
script.zs
// AbstractVillager.isInvulnerable as bool
myAbstractVillager.isInvulnerable

Return Type: bool

isInvulnerable() as bool
script.zs
// AbstractVillager.isInvulnerable() as bool;
myAbstractVillager.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
script.zs
// AbstractVillager.isInvulnerableTo(source as DamageSource) as bool;
myAbstractVillager.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// AbstractVillager.isInWall as bool
myAbstractVillager.isInWall

Return Type: bool

isInWall() as bool
script.zs
// AbstractVillager.isInWall() as bool;
myAbstractVillager.isInWall();

Return Type: bool

Getter
script.zs
// AbstractVillager.isInWater as bool
myAbstractVillager.isInWater

Return Type: bool

isInWater() as bool
script.zs
// AbstractVillager.isInWater() as bool;
myAbstractVillager.isInWater();

Return Type: bool

Getter
script.zs
// AbstractVillager.isInWaterOrBubble as bool
myAbstractVillager.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
script.zs
// AbstractVillager.isInWaterOrBubble() as bool;
myAbstractVillager.isInWaterOrBubble();

Return Type: bool

Getter
script.zs
// AbstractVillager.isInWaterOrRain as bool
myAbstractVillager.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
script.zs
// AbstractVillager.isInWaterOrRain() as bool;
myAbstractVillager.isInWaterOrRain();

Return Type: bool

Getter
script.zs
// AbstractVillager.isInWaterRainOrBubble as bool
myAbstractVillager.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as bool
script.zs
// AbstractVillager.isInWaterRainOrBubble() as bool;
myAbstractVillager.isInWaterRainOrBubble();

Return Type: bool

Getter
script.zs
// AbstractVillager.isNoGravity as bool
myAbstractVillager.isNoGravity

Return Type: bool

isNoGravity() as bool
script.zs
// AbstractVillager.isNoGravity() as bool;
myAbstractVillager.isNoGravity();

Return Type: bool

Getter
script.zs
// AbstractVillager.isOnFire as bool
myAbstractVillager.isOnFire

Return Type: bool

isOnFire() as bool
script.zs
// AbstractVillager.isOnFire() as bool;
myAbstractVillager.isOnFire();

Return Type: bool

Getter
script.zs
// AbstractVillager.isOnPortalCooldown as bool
myAbstractVillager.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
script.zs
// AbstractVillager.isOnPortalCooldown() as bool;
myAbstractVillager.isOnPortalCooldown();

Return Type: bool

Getter
script.zs
// AbstractVillager.isPassenger as bool
myAbstractVillager.isPassenger

Return Type: bool

isPassenger() as bool
script.zs
// AbstractVillager.isPassenger() as bool;
myAbstractVillager.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
script.zs
// AbstractVillager.isPassengerOfSameVehicle(entity as Entity) as bool;
myAbstractVillager.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

Getter
script.zs
// AbstractVillager.isPickable as bool
myAbstractVillager.isPickable

Return Type: bool

isPickable() as bool
script.zs
// AbstractVillager.isPickable() as bool;
myAbstractVillager.isPickable();

Return Type: bool

Getter
script.zs
// AbstractVillager.isPushable as bool
myAbstractVillager.isPushable

Return Type: bool

isPushable() as bool
script.zs
// AbstractVillager.isPushable() as bool;
myAbstractVillager.isPushable();

Return Type: bool

Getter
script.zs
// AbstractVillager.isPushedByFluid as bool
myAbstractVillager.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
script.zs
// AbstractVillager.isPushedByFluid() as bool;
myAbstractVillager.isPushedByFluid();

Return Type: bool

Getter
script.zs
// AbstractVillager.isRemoved as bool
myAbstractVillager.isRemoved

Return Type: bool

isRemoved() as bool
script.zs
// AbstractVillager.isRemoved() as bool;
myAbstractVillager.isRemoved();

Return Type: bool

Getter
script.zs
// AbstractVillager.isSensitiveToWater as bool
myAbstractVillager.isSensitiveToWater

Return Type: bool

isSensitiveToWater() as bool
script.zs
// AbstractVillager.isSensitiveToWater() as bool;
myAbstractVillager.isSensitiveToWater();

Return Type: bool

Getter
script.zs
// AbstractVillager.isShiftKeyDown as bool
myAbstractVillager.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
script.zs
// AbstractVillager.isShiftKeyDown() as bool;
myAbstractVillager.isShiftKeyDown();

Return Type: bool

Getter
script.zs
// AbstractVillager.isSilent as bool
myAbstractVillager.isSilent

Return Type: bool

isSilent() as bool
script.zs
// AbstractVillager.isSilent() as bool;
myAbstractVillager.isSilent();

Return Type: bool

Getter
script.zs
// AbstractVillager.isSleeping as bool
myAbstractVillager.isSleeping

Return Type: bool

isSleeping() as bool
script.zs
// AbstractVillager.isSleeping() as bool;
myAbstractVillager.isSleeping();

Return Type: bool

Getter
script.zs
// AbstractVillager.isSpectator as bool
myAbstractVillager.isSpectator

Return Type: bool

isSpectator() as bool
script.zs
// AbstractVillager.isSpectator() as bool;
myAbstractVillager.isSpectator();

Return Type: bool

Getter
script.zs
// AbstractVillager.isSprinting as bool
myAbstractVillager.isSprinting

Return Type: bool

isSprinting() as bool
script.zs
// AbstractVillager.isSprinting() as bool;
myAbstractVillager.isSprinting();

Return Type: bool

Getter
script.zs
// AbstractVillager.isSteppingCarefully as bool
myAbstractVillager.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
script.zs
// AbstractVillager.isSteppingCarefully() as bool;
myAbstractVillager.isSteppingCarefully();

Return Type: bool

Getter
script.zs
// AbstractVillager.isSuppressingBounce as bool
myAbstractVillager.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
script.zs
// AbstractVillager.isSuppressingBounce() as bool;
myAbstractVillager.isSuppressingBounce();

Return Type: bool

Getter
script.zs
// AbstractVillager.isSuppressingSlidingDownLadder as bool
myAbstractVillager.isSuppressingSlidingDownLadder

Return Type: bool

isSuppressingSlidingDownLadder() as bool
script.zs
// AbstractVillager.isSuppressingSlidingDownLadder() as bool;
myAbstractVillager.isSuppressingSlidingDownLadder();

Return Type: bool

Getter
script.zs
// AbstractVillager.isSwimming as bool
myAbstractVillager.isSwimming

Return Type: bool

isSwimming() as bool
script.zs
// AbstractVillager.isSwimming() as bool;
myAbstractVillager.isSwimming();

Return Type: bool

Getter
script.zs
// AbstractVillager.isTrading as bool
myAbstractVillager.isTrading

Return Type: bool

isTrading() as bool
script.zs
// AbstractVillager.isTrading() as bool;
myAbstractVillager.isTrading();

Return Type: bool

Getter
script.zs
// AbstractVillager.isUnderWater as bool
myAbstractVillager.isUnderWater

Return Type: bool

isUnderWater() as bool
script.zs
// AbstractVillager.isUnderWater() as bool;
myAbstractVillager.isUnderWater();

Return Type: bool

Getter
script.zs
// AbstractVillager.isUsingItem as bool
myAbstractVillager.isUsingItem

Return Type: bool

isUsingItem() as bool
script.zs
// AbstractVillager.isUsingItem() as bool;
myAbstractVillager.isUsingItem();

Return Type: bool

Getter
script.zs
// AbstractVillager.isVehicle as bool
myAbstractVillager.isVehicle

Return Type: bool

isVehicle() as bool
script.zs
// AbstractVillager.isVehicle() as bool;
myAbstractVillager.isVehicle();

Return Type: bool

Getter
script.zs
// AbstractVillager.isVisuallyCrawling as bool
myAbstractVillager.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
script.zs
// AbstractVillager.isVisuallyCrawling() as bool;
myAbstractVillager.isVisuallyCrawling();

Return Type: bool

Getter
script.zs
// AbstractVillager.isVisuallySwimming as bool
myAbstractVillager.isVisuallySwimming

Return Type: bool

Getter
script.zs
// AbstractVillager.isVisuallySwimming as bool
myAbstractVillager.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
script.zs
// AbstractVillager.isVisuallySwimming() as bool;
myAbstractVillager.isVisuallySwimming();

Return Type: bool

isVisuallySwimming() as bool
script.zs
// AbstractVillager.isVisuallySwimming() as bool;
myAbstractVillager.isVisuallySwimming();

Return Type: bool

Getter
script.zs
// AbstractVillager.jumpBoostPower as double
myAbstractVillager.jumpBoostPower

Return Type: double

jumpBoostPower() as double
script.zs
// AbstractVillager.jumpBoostPower() as double;
myAbstractVillager.jumpBoostPower();

Return Type: double

kill()
script.zs
// AbstractVillager.kill();
myAbstractVillager.kill();
Getter
script.zs
// AbstractVillager.killCredit as LivingEntity
myAbstractVillager.killCredit

Return Type: LivingEntity

killCredit() as LivingEntity
script.zs
// AbstractVillager.killCredit() as LivingEntity;
myAbstractVillager.killCredit();

Return Type: LivingEntity

knockback(x as double, y as double, z as double)
script.zs
// AbstractVillager.knockback(x as double, y as double, z as double);
myAbstractVillager.knockback(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// AbstractVillager.lastClimbablePos as BlockPos
myAbstractVillager.lastClimbablePos

Return Type: BlockPos

lastClimbablePos() as BlockPos
script.zs
// AbstractVillager.lastClimbablePos() as BlockPos;
myAbstractVillager.lastClimbablePos();

Return Type: BlockPos

Getter
script.zs
// AbstractVillager.lastDamageSource as DamageSource
myAbstractVillager.lastDamageSource

Return Type: DamageSource

lastDamageSource() as DamageSource
script.zs
// AbstractVillager.lastDamageSource() as DamageSource;
myAbstractVillager.lastDamageSource();

Return Type: DamageSource

Getter
script.zs
// AbstractVillager.lastHurtByMob as LivingEntity
myAbstractVillager.lastHurtByMob

Return Type: LivingEntity

lastHurtByMob() as LivingEntity
script.zs
// AbstractVillager.lastHurtByMob() as LivingEntity;
myAbstractVillager.lastHurtByMob();

Return Type: LivingEntity

Getter
script.zs
// AbstractVillager.lastHurtByMobTimestamp as int
myAbstractVillager.lastHurtByMobTimestamp

Return Type: int

lastHurtByMobTimestamp() as int
script.zs
// AbstractVillager.lastHurtByMobTimestamp() as int;
myAbstractVillager.lastHurtByMobTimestamp();

Return Type: int

Getter
script.zs
// AbstractVillager.lastHurtMob as LivingEntity
myAbstractVillager.lastHurtMob

Return Type: LivingEntity

lastHurtMob() as LivingEntity
script.zs
// AbstractVillager.lastHurtMob() as LivingEntity;
myAbstractVillager.lastHurtMob();

Return Type: LivingEntity

Getter
script.zs
// AbstractVillager.lastHurtMobTimestamp as int
myAbstractVillager.lastHurtMobTimestamp

Return Type: int

lastHurtMobTimestamp() as int
script.zs
// AbstractVillager.lastHurtMobTimestamp() as int;
myAbstractVillager.lastHurtMobTimestamp();

Return Type: int

lavaHurt()
script.zs
// AbstractVillager.lavaHurt();
myAbstractVillager.lavaHurt();
Getter
script.zs
// AbstractVillager.level as Level
myAbstractVillager.level

Return Type: Level

Getter
script.zs
// AbstractVillager.lookAngle as Vec3
myAbstractVillager.lookAngle

Return Type: Vec3

lookAngle() as Vec3
script.zs
// AbstractVillager.lookAngle() as Vec3;
myAbstractVillager.lookAngle();

Return Type: Vec3

Getter
script.zs
// AbstractVillager.lootTable as ResourceLocation
myAbstractVillager.lootTable

Return Type: ResourceLocation

lootTable() as ResourceLocation
script.zs
// AbstractVillager.lootTable() as ResourceLocation;
myAbstractVillager.lootTable();

Return Type: ResourceLocation

Getter
script.zs
// AbstractVillager.mainArm as HumanoidArm
myAbstractVillager.mainArm

Return Type: HumanoidArm

mainArm() as HumanoidArm
script.zs
// AbstractVillager.mainArm() as HumanoidArm;
myAbstractVillager.mainArm();

Return Type: HumanoidArm

Getter
script.zs
// AbstractVillager.mainHandItem as ItemStack
myAbstractVillager.mainHandItem

Return Type: ItemStack

mainHandItem() as ItemStack
script.zs
// AbstractVillager.mainHandItem() as ItemStack;
myAbstractVillager.mainHandItem();

Return Type: ItemStack

Getter
script.zs
// AbstractVillager.maxAirSupply as int
myAbstractVillager.maxAirSupply

Return Type: int

maxAirSupply() as int
script.zs
// AbstractVillager.maxAirSupply() as int;
myAbstractVillager.maxAirSupply();

Return Type: int

Getter
script.zs
// AbstractVillager.maxFallDistance as int
myAbstractVillager.maxFallDistance

Return Type: int

maxFallDistance() as int
script.zs
// AbstractVillager.maxFallDistance() as int;
myAbstractVillager.maxFallDistance();

Return Type: int

Getter
script.zs
// AbstractVillager.maxHealth as float
myAbstractVillager.maxHealth

Return Type: float

maxHealth() as float
script.zs
// AbstractVillager.maxHealth() as float;
myAbstractVillager.maxHealth();

Return Type: float

Getter
script.zs
// AbstractVillager.mobType as MobType
myAbstractVillager.mobType

Return Type: MobType

mobType() as MobType
script.zs
// AbstractVillager.mobType() as MobType;
myAbstractVillager.mobType();

Return Type: MobType

Getter
script.zs
// AbstractVillager.motionDirection as Direction
myAbstractVillager.motionDirection

Return Type: Direction

motionDirection() as Direction
script.zs
// AbstractVillager.motionDirection() as Direction;
myAbstractVillager.motionDirection();

Return Type: Direction

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

Parameters:

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

Parameters:

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

Return Type: Component

Getter
script.zs
// AbstractVillager.name as Component
myAbstractVillager.name

Return Type: Component

name() as Component
script.zs
// AbstractVillager.name() as Component;
myAbstractVillager.name();

Return Type: Component

name() as Component
script.zs
// AbstractVillager.name() as Component;
myAbstractVillager.name();

Return Type: Component

Getter
script.zs
// AbstractVillager.noActionTime as int
myAbstractVillager.noActionTime

Return Type: int

noActionTime() as int
script.zs
// AbstractVillager.noActionTime() as int;
myAbstractVillager.noActionTime();

Return Type: int

notifyTrade(offer as MerchantOffer)
script.zs
// AbstractVillager.notifyTrade(offer as MerchantOffer);
myAbstractVillager.notifyTrade(myMerchantOffer);

Parameters:

Getter
script.zs
// AbstractVillager.notifyTradeSound as SoundEvent
myAbstractVillager.notifyTradeSound

Return Type: SoundEvent

notifyTradeSound() as SoundEvent
script.zs
// AbstractVillager.notifyTradeSound() as SoundEvent;
myAbstractVillager.notifyTradeSound();

Return Type: SoundEvent

notifyTradeUpdated(stack as ItemStack)
script.zs
// AbstractVillager.notifyTradeUpdated(stack as ItemStack);
myAbstractVillager.notifyTradeUpdated(myItemStack);

Parameters:

stack Type: ItemStack
Getter
script.zs
// AbstractVillager.offers as MerchantOffers
myAbstractVillager.offers

Return Type: MerchantOffers

offers() as MerchantOffers
script.zs
// AbstractVillager.offers() as MerchantOffers;
myAbstractVillager.offers();

Return Type: MerchantOffers

Getter
script.zs
// AbstractVillager.offHandItem as ItemStack
myAbstractVillager.offHandItem

Return Type: ItemStack

offHandItem() as ItemStack
script.zs
// AbstractVillager.offHandItem() as ItemStack;
myAbstractVillager.offHandItem();

Return Type: ItemStack

Getter
script.zs
// AbstractVillager.onGround as bool
myAbstractVillager.onGround

Return Type: bool

Getter
script.zs
// AbstractVillager.onPos as BlockPos
myAbstractVillager.onPos

Return Type: BlockPos

onPos() as BlockPos
script.zs
// AbstractVillager.onPos() as BlockPos;
myAbstractVillager.onPos();

Return Type: BlockPos

openTradingScreen(player as Player, displayName as Component, level as int)
script.zs
// AbstractVillager.openTradingScreen(player as Player, displayName as Component, level as int);
myAbstractVillager.openTradingScreen(myPlayer, myComponent, myInt);

Parameters:

player Type: Player
displayName Type: Component
level Type: int
Getter
script.zs
// AbstractVillager.passengers as List<Entity>
myAbstractVillager.passengers

Return Type: List<Entity>

passengers() as List<Entity>
script.zs
// AbstractVillager.passengers() as List<Entity>;
myAbstractVillager.passengers();

Return Type: List<Entity>

Getter
script.zs
// AbstractVillager.percentFrozen as float
myAbstractVillager.percentFrozen

Return Type: float

percentFrozen() as float
script.zs
// AbstractVillager.percentFrozen() as float;
myAbstractVillager.percentFrozen();

Return Type: float

Getter
script.zs
// AbstractVillager.pistonPushReaction as PushReaction
myAbstractVillager.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
script.zs
// AbstractVillager.pistonPushReaction() as PushReaction;
myAbstractVillager.pistonPushReaction();

Return Type: PushReaction

playCelebrateSound()
script.zs
// AbstractVillager.playCelebrateSound();
myAbstractVillager.playCelebrateSound();
playSound(sound as SoundEvent, volume as float, pitch as float)
script.zs
// AbstractVillager.playSound(sound as SoundEvent, volume as float, pitch as float);
myAbstractVillager.playSound(mySoundEvent, myFloat, myFloat);

Parameters:

sound Type: SoundEvent
volume Type: float
pitch Type: float
Getter
script.zs
// AbstractVillager.portalWaitTime as int
myAbstractVillager.portalWaitTime

Return Type: int

portalWaitTime() as int
script.zs
// AbstractVillager.portalWaitTime() as int;
myAbstractVillager.portalWaitTime();

Return Type: int

Getter
script.zs
// AbstractVillager.position as Vec3
myAbstractVillager.position

Return Type: Vec3

position() as Vec3
script.zs
// AbstractVillager.position() as Vec3;
myAbstractVillager.position();

Return Type: Vec3

positionRider(entity as Entity)
script.zs
// AbstractVillager.positionRider(entity as Entity);
myAbstractVillager.positionRider(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// AbstractVillager.random as RandomSource
myAbstractVillager.random

Return Type: RandomSource

random() as RandomSource
script.zs
// AbstractVillager.random() as RandomSource;
myAbstractVillager.random();

Return Type: RandomSource

Getter
script.zs
// AbstractVillager.registryName as ResourceLocation
myAbstractVillager.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
script.zs
// AbstractVillager.registryName() as ResourceLocation;
myAbstractVillager.registryName();

Return Type: ResourceLocation

releaseUsingItem()
script.zs
// AbstractVillager.releaseUsingItem();
myAbstractVillager.releaseUsingItem();
Getter
script.zs
// AbstractVillager.remainingFireTicks as int
myAbstractVillager.remainingFireTicks

Return Type: int

remainingFireTicks() as int
script.zs
// AbstractVillager.remainingFireTicks() as int;
myAbstractVillager.remainingFireTicks();

Return Type: int

removeAllEffects() as bool
script.zs
// AbstractVillager.removeAllEffects() as bool;
myAbstractVillager.removeAllEffects();

Return Type: bool

removeEffect(effect as MobEffect) as bool
script.zs
// AbstractVillager.removeEffect(effect as MobEffect) as bool;
myAbstractVillager.removeEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: bool

removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance
script.zs
// AbstractVillager.removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance;
myAbstractVillager.removeEffectNoUpdate(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: MobEffectInstance

removeTag(tagName as string) as bool
script.zs
// AbstractVillager.removeTag(tagName as string) as bool;
myAbstractVillager.removeTag(myString);

Parameters:

tagName Type: string

Return Type: bool

removeVehicle()
script.zs
// AbstractVillager.removeVehicle();
myAbstractVillager.removeVehicle();
Getter
script.zs
// AbstractVillager.rootVehicle as Entity
myAbstractVillager.rootVehicle

Return Type: Entity

rootVehicle() as Entity
script.zs
// AbstractVillager.rootVehicle() as Entity;
myAbstractVillager.rootVehicle();

Return Type: Entity

Getter
script.zs
// AbstractVillager.scale as float
myAbstractVillager.scale

Return Type: float

scale() as float
script.zs
// AbstractVillager.scale() as float;
myAbstractVillager.scale();

Return Type: float

sendMessage(component as Component)
script.zs
// AbstractVillager.sendMessage(component as Component);
myAbstractVillager.sendMessage(myComponent);

Parameters:

component Type: Component
setAbsorptionAmount(absorption as float)
script.zs
// AbstractVillager.setAbsorptionAmount(absorption as float);
myAbstractVillager.setAbsorptionAmount(myFloat);

Parameters:

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

Parameters:

air Type: int
setArrowCount(count as int)
script.zs
// AbstractVillager.setArrowCount(count as int);
myAbstractVillager.setArrowCount(myInt);

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

discardFriction Type: bool
setGlowingTag(glowing as bool)
script.zs
// AbstractVillager.setGlowingTag(glowing as bool);
myAbstractVillager.setGlowingTag(myBool);

Parameters:

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

Parameters:

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

Parameters:

invisible Type: bool
setInvulnerable(invulnerable as bool)
script.zs
// AbstractVillager.setInvulnerable(invulnerable as bool);
myAbstractVillager.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool
setIsInPowderSnow(inPowderSnow as bool)
script.zs
// AbstractVillager.setIsInPowderSnow(inPowderSnow as bool);
myAbstractVillager.setIsInPowderSnow(myBool);

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

entity Type: Entity
setNoActionTime(idleTime as int)
script.zs
// AbstractVillager.setNoActionTime(idleTime as int);
myAbstractVillager.setNoActionTime(myInt);

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

setSecondsOnFire(seconds as int)
script.zs
// AbstractVillager.setSecondsOnFire(seconds as int);
myAbstractVillager.setSecondsOnFire(myInt);

Parameters:

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

Parameters:

keyDown Type: bool
setSilent(silent as bool)
script.zs
// AbstractVillager.setSilent(silent as bool);
myAbstractVillager.setSilent(myBool);

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

ticks Type: int
Getter
script.zs
// AbstractVillager.shouldBeSaved as bool
myAbstractVillager.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
script.zs
// AbstractVillager.shouldBeSaved() as bool;
myAbstractVillager.shouldBeSaved();

Return Type: bool

Getter
script.zs
// AbstractVillager.shouldDiscardFriction as bool
myAbstractVillager.shouldDiscardFriction

Return Type: bool

shouldDiscardFriction() as bool
script.zs
// AbstractVillager.shouldDiscardFriction() as bool;
myAbstractVillager.shouldDiscardFriction();

Return Type: bool

Getter
script.zs
// AbstractVillager.shouldInformAdmins as bool
myAbstractVillager.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
script.zs
// AbstractVillager.shouldInformAdmins() as bool;
myAbstractVillager.shouldInformAdmins();

Return Type: bool

Getter
script.zs
// AbstractVillager.shouldShowName as bool
myAbstractVillager.shouldShowName

Return Type: bool

shouldShowName() as bool
script.zs
// AbstractVillager.shouldShowName() as bool;
myAbstractVillager.shouldShowName();

Return Type: bool

Getter
script.zs
// AbstractVillager.showProgressBar as bool
myAbstractVillager.showProgressBar

Return Type: bool

showProgressBar() as bool
script.zs
// AbstractVillager.showProgressBar() as bool;
myAbstractVillager.showProgressBar();

Return Type: bool

Getter
script.zs
// AbstractVillager.showVehicleHealth as bool
myAbstractVillager.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
script.zs
// AbstractVillager.showVehicleHealth() as bool;
myAbstractVillager.showVehicleHealth();

Return Type: bool

Getter
script.zs
// AbstractVillager.sleepingPos as BlockPos
myAbstractVillager.sleepingPos

Return Type: BlockPos

sleepingPos() as BlockPos
script.zs
// AbstractVillager.sleepingPos() as BlockPos;
myAbstractVillager.sleepingPos();

Return Type: BlockPos

Getter
script.zs
// AbstractVillager.soundSource as SoundSource
myAbstractVillager.soundSource

Return Type: SoundSource

soundSource() as SoundSource
script.zs
// AbstractVillager.soundSource() as SoundSource;
myAbstractVillager.soundSource();

Return Type: SoundSource

Getter
script.zs
// AbstractVillager.speed as float
myAbstractVillager.speed

Return Type: float

speed() as float
script.zs
// AbstractVillager.speed() as float;
myAbstractVillager.speed();

Return Type: float

startRiding(entity as Entity) as bool
script.zs
// AbstractVillager.startRiding(entity as Entity) as bool;
myAbstractVillager.startRiding(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

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

Parameters:

entity Type: Entity
force Type: bool

Return Type: bool

startSleeping(pos as BlockPos)
script.zs
// AbstractVillager.startSleeping(pos as BlockPos);
myAbstractVillager.startSleeping(myBlockPos);

Parameters:

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

Parameters:

Getter
script.zs
// AbstractVillager.stingerCount as int
myAbstractVillager.stingerCount

Return Type: int

stingerCount() as int
script.zs
// AbstractVillager.stingerCount() as int;
myAbstractVillager.stingerCount();

Return Type: int

stopRiding()
script.zs
// AbstractVillager.stopRiding();
myAbstractVillager.stopRiding();
stopSleeping()
script.zs
// AbstractVillager.stopSleeping();
myAbstractVillager.stopSleeping();
stopUsingItem()
script.zs
// AbstractVillager.stopUsingItem();
myAbstractVillager.stopUsingItem();
Getter
script.zs
// AbstractVillager.stringUUID as string
myAbstractVillager.stringUUID

Return Type: string

stringUUID() as string
script.zs
// AbstractVillager.stringUUID() as string;
myAbstractVillager.stringUUID();

Return Type: string

swing(hand as InteractionHand)
script.zs
// AbstractVillager.swing(hand as InteractionHand);
myAbstractVillager.swing(myInteractionHand);

Parameters:

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

Parameters:

updateSelf Type: bool
Getter
script.zs
// AbstractVillager.tags as Set<string>
myAbstractVillager.tags

Return Type: Set<string>

tags() as Set<string>
script.zs
// AbstractVillager.tags() as Set<string>;
myAbstractVillager.tags();

Return Type: Set<string>

Getter
script.zs
// AbstractVillager.teamColor as int
myAbstractVillager.teamColor

Return Type: int

teamColor() as int
script.zs
// AbstractVillager.teamColor() as int;
myAbstractVillager.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
script.zs
// AbstractVillager.teleportTo(x as double, y as double, z as double);
myAbstractVillager.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// AbstractVillager.ticksFrozen as int
myAbstractVillager.ticksFrozen

Return Type: int

ticksFrozen() as int
script.zs
// AbstractVillager.ticksFrozen() as int;
myAbstractVillager.ticksFrozen();

Return Type: int

Getter
script.zs
// AbstractVillager.ticksRequiredToFreeze as int
myAbstractVillager.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
script.zs
// AbstractVillager.ticksRequiredToFreeze() as int;
myAbstractVillager.ticksRequiredToFreeze();

Return Type: int

Getter
script.zs
// AbstractVillager.ticksUsingItem as int
myAbstractVillager.ticksUsingItem

Return Type: int

ticksUsingItem() as int
script.zs
// AbstractVillager.ticksUsingItem() as int;
myAbstractVillager.ticksUsingItem();

Return Type: int

Getter
script.zs
// AbstractVillager.tradingPlayer as Player
myAbstractVillager.tradingPlayer

Return Type: Player

Setter
script.zs
// AbstractVillager.tradingPlayer = (player as Player);
myAbstractVillager.tradingPlayer = myPlayer;

Parameters:

player Type: Player
tradingPlayer(player as Player)
script.zs
// AbstractVillager.tradingPlayer(player as Player);
myAbstractVillager.tradingPlayer(myPlayer);

Parameters:

player Type: Player
tradingPlayer() as Player
script.zs
// AbstractVillager.tradingPlayer() as Player;
myAbstractVillager.tradingPlayer();

Return Type: Player

travel(vec as Vec3)
script.zs
// AbstractVillager.travel(vec as Vec3);
myAbstractVillager.travel(myVec3);

Parameters:

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

Parameters:

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

Return Type: EntityType<Entity>

type() as EntityType<Entity>
script.zs
// AbstractVillager.type() as EntityType<Entity>;
myAbstractVillager.type();

Return Type: EntityType<Entity>

Getter
script.zs
// AbstractVillager.unhappyCounter as int
myAbstractVillager.unhappyCounter

Return Type: int

Setter
script.zs
// AbstractVillager.unhappyCounter = (unhappyCounter as int);
myAbstractVillager.unhappyCounter = myInt;

Parameters:

unhappyCounter Type: int
unhappyCounter() as int
script.zs
// AbstractVillager.unhappyCounter() as int;
myAbstractVillager.unhappyCounter();

Return Type: int

unhappyCounter(unhappyCounter as int)
script.zs
// AbstractVillager.unhappyCounter(unhappyCounter as int);
myAbstractVillager.unhappyCounter(myInt);

Parameters:

unhappyCounter Type: int
unRide()
script.zs
// AbstractVillager.unRide();
myAbstractVillager.unRide();
updateCustomData(data as MapData)
Updates the custom NBT data for this Entity.
script.zs
// AbstractVillager.updateCustomData(data as MapData);
myAbstractVillager.updateCustomData({custom: "data"});

Parameters:

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

Parameters:

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

Return Type: InteractionHand

usedItemHand() as InteractionHand
script.zs
// AbstractVillager.usedItemHand() as InteractionHand;
myAbstractVillager.usedItemHand();

Return Type: InteractionHand

Getter
script.zs
// AbstractVillager.useItem as ItemStack
myAbstractVillager.useItem

Return Type: ItemStack

useItem() as ItemStack
script.zs
// AbstractVillager.useItem() as ItemStack;
myAbstractVillager.useItem();

Return Type: ItemStack

Getter
script.zs
// AbstractVillager.useItemRemainingTicks as int
myAbstractVillager.useItemRemainingTicks

Return Type: int

useItemRemainingTicks() as int
script.zs
// AbstractVillager.useItemRemainingTicks() as int;
myAbstractVillager.useItemRemainingTicks();

Return Type: int

Getter
script.zs
// AbstractVillager.uuid as UUID
myAbstractVillager.uuid

Return Type: UUID

uuid() as UUID
script.zs
// AbstractVillager.uuid() as UUID;
myAbstractVillager.uuid();

Return Type: UUID

Getter
script.zs
// AbstractVillager.vehicle as Entity
myAbstractVillager.vehicle

Return Type: Entity

vehicle() as Entity
script.zs
// AbstractVillager.vehicle() as Entity;
myAbstractVillager.vehicle();

Return Type: Entity

Getter
script.zs
// AbstractVillager.villagerXp as int
myAbstractVillager.villagerXp

Return Type: int

villagerXp() as int
script.zs
// AbstractVillager.villagerXp() as int;
myAbstractVillager.villagerXp();

Return Type: int

Getter
script.zs
// AbstractVillager.voicePitch as float
myAbstractVillager.voicePitch

Return Type: float

voicePitch() as float
script.zs
// AbstractVillager.voicePitch() as float;
myAbstractVillager.voicePitch();

Return Type: float

Getter
script.zs
// AbstractVillager.x as double
myAbstractVillager.x

Return Type: double

x() as double
script.zs
// AbstractVillager.x() as double;
myAbstractVillager.x();

Return Type: double

Getter
script.zs
// AbstractVillager.y as double
myAbstractVillager.y

Return Type: double

y() as double
script.zs
// AbstractVillager.y() as double;
myAbstractVillager.y();

Return Type: double

Getter
script.zs
// AbstractVillager.z as double
myAbstractVillager.z

Return Type: double

z() as double
script.zs
// AbstractVillager.z() as double;
myAbstractVillager.z();

Return Type: double