If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at
the top of the file.
import crafttweaker . api.entity.type.animal . Sheep;
Sheep extends Animal
.
Sheep
implements the following interfaces:
Shearable
,Targeting
,Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces IShearable
, Attackable
, ILivingEntityExtension
, ScoreHolder
, IEntityExtension
, INBTSerializable <CompoundTag >
// Sheep.absorptionAmount as float
Return Type:
float
// Sheep.absorptionAmount() as float;
mySheep . absorptionAmount();
Return Type:
float
// Sheep.acceptsFailure as bool
Return Type:
bool
// Sheep.acceptsFailure() as bool;
mySheep . acceptsFailure();
Return Type:
bool
// Sheep.acceptsSuccess as bool
Return Type:
bool
// Sheep.acceptsSuccess() as bool;
mySheep . acceptsSuccess();
Return Type:
bool
// Sheep.addEffect(effectInstance as MobEffectInstance) as bool;
mySheep . addEffect(myMobEffectInstance);
Return Type:
bool
// Sheep.addEffect(effectInstance as MobEffectInstance, entity as Entity) as bool;
mySheep . addEffect(myMobEffectInstance, myEntity);
Return Type:
bool
// Sheep.addTag(tagName as string) as bool;
mySheep . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Sheep.aggressive as bool
Return Type:
bool
// Sheep.aggressive = (value as bool);
mySheep . aggressive = myBool;
// Sheep.airSupply as int
Return Type:
int
// Sheep.airSupply() as int;
Return Type:
int
// Sheep.allSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Sheep.allSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Sheep.alwaysAccepts as bool
Return Type:
bool
// Sheep.alwaysAccepts() as bool;
Return Type:
bool
// Sheep.ambientSoundInterval as int
mySheep . ambientSoundInterval
Return Type:
int
// Sheep.armorCoverPercentage as float
mySheep . armorCoverPercentage
Return Type:
float
// Sheep.armorCoverPercentage() as float;
mySheep . armorCoverPercentage();
Return Type:
float
// Sheep.armorSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Sheep.armorSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Sheep.armorValue as int
Return Type:
int
// Sheep.armorValue() as int;
Return Type:
int
// Sheep.arrowCount as int
Return Type:
int
// Sheep.arrowCount() as int;
Return Type:
int
// Sheep.attackable as bool
Return Type:
bool
// Sheep.attackable() as bool;
Return Type:
bool
// Sheep.baby = (value as bool);
// Sheep.bbHeight as float
Return Type:
float
// Sheep.bbHeight() as float;
Return Type:
float
// Sheep.bbWidth as float
Return Type:
float
// Sheep.bbWidth() as float;
Return Type:
float
// Sheep.bedOrientation as Direction
Return Type:
Direction
// Sheep.bedOrientation() as Direction;
mySheep . bedOrientation();
Return Type:
Direction
// Sheep.blockPosiion as BlockPos
Return Type:
BlockPos
// Sheep.blockPosiion() as BlockPos;
Return Type:
BlockPos
// Sheep.blockPosition as BlockPos
Return Type:
BlockPos
// Sheep.blockPosition() as BlockPos;
Return Type:
BlockPos
// Sheep.blockX() as int;
Return Type:
int
// Sheep.blockY() as int;
Return Type:
int
// Sheep.blockZ() as int;
Return Type:
int
// Sheep.boundingBox as AABB
Return Type:
AABB
// Sheep.boundingBox() as AABB;
Return Type:
AABB
// Sheep.boundingBoxForCulling as AABB
mySheep . boundingBoxForCulling
Return Type:
AABB
// Sheep.boundingBoxForCulling() as AABB;
mySheep . boundingBoxForCulling();
Return Type:
AABB
// Sheep.canAttack(target as LivingEntity) as bool;
mySheep . canAttack(myLivingEntity);
Return Type:
bool
// Sheep.canBeAffected(effectInstance as MobEffectInstance) as bool;
mySheep . canBeAffected(myMobEffectInstance);
Return Type:
bool
// Sheep.canBeCollidedWith as bool
mySheep . canBeCollidedWith
Return Type:
bool
// Sheep.canBeCollidedWith() as bool;
mySheep . canBeCollidedWith();
Return Type:
bool
// Sheep.canBeLeashed(leashHolder as Player) as bool;
mySheep . canBeLeashed(myPlayer);
Return Type:
bool
// Sheep.canBeSeenAsEnemy as bool
Return Type:
bool
// Sheep.canBeSeenAsEnemy() as bool;
mySheep . canBeSeenAsEnemy();
Return Type:
bool
// Sheep.canBeSeenByAnyone as bool
mySheep . canBeSeenByAnyone
Return Type:
bool
// Sheep.canBeSeenByAnyone() as bool;
mySheep . canBeSeenByAnyone();
Return Type:
bool
// Sheep.canBreatheUnderwater as bool
mySheep . canBreatheUnderwater
Return Type:
bool
// Sheep.canBreatheUnderwater as bool
mySheep . canBreatheUnderwater
Return Type:
bool
// Sheep.canBreatheUnderwater() as bool;
mySheep . canBreatheUnderwater();
Return Type:
bool
// Sheep.canBreatheUnderwater() as bool;
mySheep . canBreatheUnderwater();
Return Type:
bool
// Sheep.canCollideWith(other as Entity) as bool;
mySheep . canCollideWith(myEntity);
Return Type:
bool
// Sheep.canFAllInLove as bool
Return Type:
bool
// Sheep.canFireProjectileWeapon(weapon as ProjectileWeaponItem) as bool;
mySheep . canFireProjectileWeapon(myProjectileWeaponItem);
Return Type:
bool
// Sheep.canFreeze as bool
Return Type:
bool
// Sheep.canFreeze() as bool;
Return Type:
bool
// Sheep.canHoldItem(stack as ItemStack) as bool;
mySheep . canHoldItem(myItemStack);
Return Type:
bool
// Sheep.canMate(other as Animal) as bool;
mySheep . canMate(myAnimal);
Return Type:
bool
// Sheep.canPickUpLoot as bool
Return Type:
bool
// Sheep.canPickUpLoot = (value as bool);
mySheep . canPickUpLoot = myBool;
// Sheep.canReplaceEqualItem(toReplace as ItemStack, with as ItemStack) as bool;
mySheep . canReplaceEqualItem(myItemStack, myItemStack);
Return Type:
bool
// Sheep.canStandOnFluid(fluid as Fluid) as bool;
mySheep . canStandOnFluid(myFluid);
Return Type:
bool
// Sheep.canTakeItem(stack as ItemStack) as bool;
mySheep . canTakeItem(myItemStack);
Return Type:
bool
// Sheep.checkSpawnObstruction(level as LevelReader) as bool;
mySheep . checkSpawnObstruction(myLevelReader);
Return Type:
bool
// Sheep.checkSpawnRules(level as LevelAccessor, spawnType as MobSpawnType) as bool;
mySheep . checkSpawnRules(myLevelAccessor, myMobSpawnType);
Return Type:
bool
// Sheep.clearRestriction();
mySheep . clearRestriction();
// Sheep.clearSleepingPos();
mySheep . clearSleepingPos();
// Sheep.closerThan(other as Entity, distance as double) as bool;
mySheep . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// Sheep.color as DyeColor
Return Type:
DyeColor
// Sheep.color = (color as DyeColor);
mySheep . color = myDyeColor;
Parameters:
color: DyeColor
Type: DyeColor
// Sheep.commandSenderWorld as Level
mySheep . commandSenderWorld
Return Type:
Level
// Sheep.commandSenderWorld() as Level;
mySheep . commandSenderWorld();
Return Type:
Level
// Sheep.controllingPassenger as Entity
mySheep . controllingPassenger
Return Type:
Entity
// Sheep.controllingPassenger() as Entity;
mySheep . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // Sheep.customData as MapData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// Sheep.customData() as MapData;
Return Type:
MapData
// Sheep.customName as Component
Return Type:
Component
// Sheep.customName as Component
Return Type:
Component
// Sheep.customName() as Component;
Return Type:
Component
// Sheep.customName() as Component;
Return Type:
Component
// Sheep.dampensVibrations as bool
mySheep . dampensVibrations
Return Type:
bool
// Sheep.dampensVibrations() as bool;
mySheep . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity.
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// Sheep.data() as MapData;
Return Type:
MapData
// Sheep.deltaMovement as Vec3
Return Type:
Vec3
// Sheep.deltaMovement = (deltaMovement as Vec3);
mySheep . deltaMovement = myVec3;
// Sheep.deltaMovement() as Vec3;
Return Type:
Vec3
// Sheep.deltaMovement(deltaMovement as Vec3);
mySheep . deltaMovement(myVec3);
// Sheep.die(source as DamageSource);
mySheep . die(myDamageSource);
// Sheep.dimensionChangingDelay as int
mySheep . dimensionChangingDelay
Return Type:
int
// Sheep.dimensionChangingDelay() as int;
mySheep . dimensionChangingDelay();
Return Type:
int
// Sheep.direction as Direction
Return Type:
Direction
// Sheep.direction() as Direction;
Return Type:
Direction
// Sheep.dismountsUnderwater as bool
mySheep . dismountsUnderwater
Return Type:
bool
// Sheep.displayName as Component
Return Type:
Component
// Sheep.displayName as Component
Return Type:
Component
// Sheep.displayName() as Component;
Return Type:
Component
// Sheep.displayName() as Component;
Return Type:
Component
// Sheep.distanceTo(entity as Entity) as float;
mySheep . distanceTo(myEntity);
Return Type:
float
// Sheep.distanceToSqr(x as double, y as double, z as double) as double;
mySheep . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// Sheep.distanceToSqr(entity as Entity) as double;
mySheep . distanceToSqr(myEntity);
Return Type:
double
// Sheep.distanceToSqr(vec as Vec3) as double;
mySheep . distanceToSqr(myVec3);
Return Type:
double
// Sheep.doHurtTarget(entity as Entity) as bool;
mySheep . doHurtTarget(myEntity);
Return Type:
bool
// Sheep.dropLeash(broadcastPacket as bool, dropLeash as bool);
mySheep . dropLeash(myBool, myBool);
Parameters:
broadcastPacket: bool
Type: bool
dropLeash: bool
Type: bool
// Sheep.eat(level as Level, stack as ItemStack) as ItemStack;
mySheep . eat(myLevel, myItemStack);
Return Type:
ItemStack
// Sheep.ejectPassengers();
mySheep . ejectPassengers();
// Sheep.equipItemIfPossible(stack as ItemStack) as ItemStack;
mySheep . equipItemIfPossible(myItemStack);
Return Type:
ItemStack
// Sheep.eyeHeight as float
Return Type:
float
// Sheep.eyeHeight() as float;
Return Type:
float
// Sheep.eyePosition as Vec3
Return Type:
Vec3
// Sheep.eyePosition() as Vec3;
Return Type:
Vec3
// Sheep.eyeY() as double;
Return Type:
double
// Sheep.fallFlyingTicks as int
Return Type:
int
// Sheep.fallFlyingTicks() as int;
mySheep . fallFlyingTicks();
Return Type:
int
// Sheep.feetBlockState as BlockState
Return Type:
BlockState
// Sheep.feetBlockState() as BlockState;
mySheep . feetBlockState();
Return Type:
BlockState
// Sheep.finalizeSpawnChildFromBreeding(level as ServerLevel, otherParent as Animal, child as AgeableMob);
mySheep . finalizeSpawnChildFromBreeding(myServerLevel, myAnimal, myAgeableMob);
// Sheep.fireImmune as bool
Return Type:
bool
// Sheep.fireImmune() as bool;
Return Type:
bool
// Sheep.firstPassenger as Entity
Return Type:
Entity
// Sheep.firstPassenger() as Entity;
mySheep . firstPassenger();
Return Type:
Entity
// Sheep.fluidJumpThreshold as double
mySheep . fluidJumpThreshold
Return Type:
double
// Sheep.fluidJumpThreshold() as double;
mySheep . fluidJumpThreshold();
Return Type:
double
// Sheep.forceAddEffect(effectInstance as MobEffectInstance, entity as Entity);
mySheep . forceAddEffect(myMobEffectInstance, myEntity);
// Sheep.forward() as Vec3;
Return Type:
Vec3
// Sheep.getAttachmentData<T>(type as AttachmentType<T>) as T;
mySheep . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// Sheep.getAttachmentData<T>(type as Supplier<AttachmentType<T>>) as T;
mySheep . getAttachmentData < T>(mySupplier);
Return Type:
T
// Sheep.getAttribute(attribute as Attribute) as AttributeInstance;
mySheep . getAttribute(myAttribute);
Return Type:
AttributeInstance
// Sheep.getAttributeBaseValue(attribute as Attribute) as double;
mySheep . getAttributeBaseValue(myAttribute);
Return Type:
double
// Sheep.getAttributeValue(attribute as Attribute) as double;
mySheep . getAttributeValue(myAttribute);
Return Type:
double
// Sheep.getEffect(effect as MobEffect) as MobEffectInstance;
mySheep . getEffect(myMobEffect);
Return Type:
MobEffectInstance
// Sheep.getEyePosition(partialTicks as float) as Vec3;
mySheep . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Sheep.getHeadEatAngleScale(partialTick as float) as float;
mySheep . getHeadEatAngleScale(myFloat);
Parameters:
partialTick: float
Type: float
Return Type:
float
// Sheep.getHeadEatPositionScale(partialTick as float) as float;
mySheep . getHeadEatPositionScale(myFloat);
Parameters:
partialTick: float
Type: float
Return Type:
float
// Sheep.getItemBySlot(slot as EquipmentSlot) as ItemStack;
mySheep . getItemBySlot(myEquipmentSlot);
Return Type:
ItemStack
// Sheep.getItemInHand(hand as InteractionHand) as ItemStack;
mySheep . getItemInHand(myInteractionHand);
Return Type:
ItemStack
// Sheep.getPosition(partialTicks as float) as Vec3;
mySheep . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Sheep.getRestrictCenter as BlockPos
mySheep . getRestrictCenter
Return Type:
BlockPos
// Sheep.getRestrictCenter as Entity
mySheep . getRestrictCenter
Return Type:
Entity
// Sheep.getRestrictRadius as float
mySheep . getRestrictRadius
Return Type:
float
// Sheep.getSwimAmount(partialTicks as float) as float;
mySheep . getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
float
// Sheep.getUpVector(partialTicks as float) as Vec3;
mySheep . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Sheep.getViewVector(partialTicks as float) as Vec3;
mySheep . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Sheep.getVisibilityPercent(lookingEntity as Entity) as double;
mySheep . getVisibilityPercent(myEntity);
Return Type:
double
// Sheep.getX(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Sheep.getY(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Sheep.getZ(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Sheep.handSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Sheep.handSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Sheep.hasAttachmentData<T>(type as AttachmentType<T>) as bool;
mySheep . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// Sheep.hasAttachmentData<T>(type as Supplier<AttachmentType<T>>) as bool;
mySheep . hasAttachmentData < T>(mySupplier);
Return Type:
bool
// Sheep.hasCustomName as bool
Return Type:
bool
// Sheep.hasCustomName as bool
Return Type:
bool
// Sheep.hasCustomName() as bool;
Return Type:
bool
// Sheep.hasCustomName() as bool;
Return Type:
bool
// Sheep.hasEffect(effect as MobEffect) as bool;
mySheep . hasEffect(myMobEffect);
Return Type:
bool
// Sheep.hasExactlyOnePlayerPassenger as bool
mySheep . hasExactlyOnePlayerPassenger
Return Type:
bool
// Sheep.hasExactlyOnePlayerPassenger() as bool;
mySheep . hasExactlyOnePlayerPassenger();
Return Type:
bool
// Sheep.hasGlowingTag as bool
Return Type:
bool
// Sheep.hasGlowingTag() as bool;
Return Type:
bool
// Sheep.hasIndirectPassenger(entity as Entity) as bool;
mySheep . hasIndirectPassenger(myEntity);
Return Type:
bool
// Sheep.hasItemInSlot(slot as EquipmentSlot) as bool;
mySheep . hasItemInSlot(myEquipmentSlot);
Return Type:
bool
// Sheep.hasLineOfSight(entity as Entity) as bool;
mySheep . hasLineOfSight(myEntity);
Return Type:
bool
// Sheep.hasPassenger(entity as Entity) as bool;
mySheep . hasPassenger(myEntity);
Return Type:
bool
// Sheep.hasPassenger(predicate as function(t as Entity) as bool) as bool;
mySheep . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// Sheep.hasRestriction as bool
Return Type:
bool
// Sheep.heal(amount as float);
Parameters:
amount: float
Type: float
// Sheep.health() as float;
Return Type:
float
// Sheep.hurt(source as DamageSource, amount as float) as bool;
mySheep . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// Sheep.inLoveTime as int
Return Type:
int
// Sheep.inLoveTime = (inLove as int);
mySheep . inLoveTime = myInt;
// Sheep.isAffectedByPotions as bool
mySheep . isAffectedByPotions
Return Type:
bool
// Sheep.isAffectedByPotions() as bool;
mySheep . isAffectedByPotions();
Return Type:
bool
// Sheep.isAlive() as bool;
Return Type:
bool
// Sheep.isAlwaysTicking as bool
Return Type:
bool
// Sheep.isAlwaysTicking() as bool;
mySheep . isAlwaysTicking();
Return Type:
bool
// Sheep.isAttackable as bool
Return Type:
bool
// Sheep.isAttackable() as bool;
Return Type:
bool
// Sheep.isAutoSpinAttack as bool
Return Type:
bool
// Sheep.isAutoSpinAttack() as bool;
mySheep . isAutoSpinAttack();
Return Type:
bool
// Sheep.isBaby() as bool;
Return Type:
bool
// Sheep.isBlocking as bool
Return Type:
bool
// Sheep.isBlocking() as bool;
Return Type:
bool
// Sheep.isColliding(pos as BlockPos, state as BlockState) as bool;
mySheep . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// Sheep.isCrouching as bool
Return Type:
bool
// Sheep.isCrouching() as bool;
Return Type:
bool
// Sheep.isCurrentlyGlowing as bool
mySheep . isCurrentlyGlowing
Return Type:
bool
// Sheep.isCurrentlyGlowing as bool
mySheep . isCurrentlyGlowing
Return Type:
bool
// Sheep.isCurrentlyGlowing() as bool;
mySheep . isCurrentlyGlowing();
Return Type:
bool
// Sheep.isCurrentlyGlowing() as bool;
mySheep . isCurrentlyGlowing();
Return Type:
bool
// Sheep.isCustomNameVisible as bool
mySheep . isCustomNameVisible
Return Type:
bool
// Sheep.isCustomNameVisible() as bool;
mySheep . isCustomNameVisible();
Return Type:
bool
// Sheep.isDamageSourceBlocked(source as DamageSource) as bool;
mySheep . isDamageSourceBlocked(myDamageSource);
Return Type:
bool
// Sheep.isDeadOrDying as bool
Return Type:
bool
// Sheep.isDeadOrDying() as bool;
Return Type:
bool
// Sheep.isDescending as bool
Return Type:
bool
// Sheep.isDescending() as bool;
Return Type:
bool
// Sheep.isDiscrete as bool
Return Type:
bool
// Sheep.isDiscrete() as bool;
Return Type:
bool
// Sheep.isFallFlying as bool
Return Type:
bool
// Sheep.isFallFlying() as bool;
Return Type:
bool
// Sheep.isFood(stack as ItemStack) as bool;
mySheep . isFood(myItemStack);
Return Type:
bool
// Sheep.isFree(x as double, y as double, z as double) as bool;
mySheep . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// Sheep.isFullyFrozen as bool
Return Type:
bool
// Sheep.isFullyFrozen() as bool;
Return Type:
bool
// Sheep.isHolding(item as Item) as bool;
mySheep . isHolding(myItem);
Return Type:
bool
// Sheep.isHolding(predicate as function(t as ItemStack) as bool) as bool;
mySheep . isHolding(myPredicate);
Return Type:
bool
// Sheep.isInLava as bool
Return Type:
bool
// Sheep.isInLava() as bool;
Return Type:
bool
// Sheep.isInLove as bool
Return Type:
bool
// Sheep.isInvertedHealAndHarm as bool
mySheep . isInvertedHealAndHarm
Return Type:
bool
// Sheep.isInvertedHealAndHarm() as bool;
mySheep . isInvertedHealAndHarm();
Return Type:
bool
// Sheep.isInvisible as bool
Return Type:
bool
// Sheep.isInvisible() as bool;
Return Type:
bool
// Sheep.isInvisibleTo(player as Player) as bool;
mySheep . isInvisibleTo(myPlayer);
Return Type:
bool
// Sheep.isInvulnerable as bool
Return Type:
bool
// Sheep.isInvulnerable() as bool;
mySheep . isInvulnerable();
Return Type:
bool
// Sheep.isInvulnerableTo(source as DamageSource) as bool;
mySheep . isInvulnerableTo(myDamageSource);
Return Type:
bool
// Sheep.isInWall as bool
Return Type:
bool
// Sheep.isInWall() as bool;
Return Type:
bool
// Sheep.isInWater as bool
Return Type:
bool
// Sheep.isInWater() as bool;
Return Type:
bool
// Sheep.isInWaterOrBubble as bool
mySheep . isInWaterOrBubble
Return Type:
bool
// Sheep.isInWaterOrBubble() as bool;
mySheep . isInWaterOrBubble();
Return Type:
bool
// Sheep.isInWaterOrRain as bool
Return Type:
bool
// Sheep.isInWaterOrRain() as bool;
mySheep . isInWaterOrRain();
Return Type:
bool
// Sheep.isInWaterRainOrBubble as bool
mySheep . isInWaterRainOrBubble
Return Type:
bool
// Sheep.isInWaterRainOrBubble() as bool;
mySheep . isInWaterRainOrBubble();
Return Type:
bool
// Sheep.isMaxGroupSizeReached(size as int) as bool;
mySheep . isMaxGroupSizeReached(myInt);
Return Type:
bool
// Sheep.isNoGravity as bool
Return Type:
bool
// Sheep.isNoGravity() as bool;
Return Type:
bool
// Sheep.isOnFire as bool
Return Type:
bool
// Sheep.isOnFire() as bool;
Return Type:
bool
// Sheep.isOnPortalCooldown as bool
mySheep . isOnPortalCooldown
Return Type:
bool
// Sheep.isOnPortalCooldown() as bool;
mySheep . isOnPortalCooldown();
Return Type:
bool
// Sheep.isPassenger as bool
Return Type:
bool
// Sheep.isPassenger() as bool;
Return Type:
bool
// Sheep.isPassengerOfSameVehicle(entity as Entity) as bool;
mySheep . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// Sheep.isPersistenceRequired as bool
mySheep . isPersistenceRequired
Return Type:
bool
// Sheep.isPickable as bool
Return Type:
bool
// Sheep.isPickable() as bool;
Return Type:
bool
// Sheep.isPushable as bool
Return Type:
bool
// Sheep.isPushable() as bool;
Return Type:
bool
// Sheep.isPushedByFluid as bool
Return Type:
bool
// Sheep.isPushedByFluid() as bool;
mySheep . isPushedByFluid();
Return Type:
bool
// Sheep.isRemoved as bool
Return Type:
bool
// Sheep.isRemoved() as bool;
Return Type:
bool
// Sheep.isSensitiveToWater as bool
mySheep . isSensitiveToWater
Return Type:
bool
// Sheep.isSensitiveToWater() as bool;
mySheep . isSensitiveToWater();
Return Type:
bool
// Sheep.isShiftKeyDown as bool
Return Type:
bool
// Sheep.isShiftKeyDown() as bool;
mySheep . isShiftKeyDown();
Return Type:
bool
// Sheep.isSilent as bool
Return Type:
bool
// Sheep.isSilent() as bool;
Return Type:
bool
// Sheep.isSleeping as bool
Return Type:
bool
// Sheep.isSleeping() as bool;
Return Type:
bool
// Sheep.isSpectator as bool
Return Type:
bool
// Sheep.isSpectator() as bool;
Return Type:
bool
// Sheep.isSprinting as bool
Return Type:
bool
// Sheep.isSprinting() as bool;
Return Type:
bool
// Sheep.isSteppingCarefully as bool
mySheep . isSteppingCarefully
Return Type:
bool
// Sheep.isSteppingCarefully() as bool;
mySheep . isSteppingCarefully();
Return Type:
bool
// Sheep.isSuppressingBounce as bool
mySheep . isSuppressingBounce
Return Type:
bool
// Sheep.isSuppressingBounce() as bool;
mySheep . isSuppressingBounce();
Return Type:
bool
// Sheep.isSuppressingSlidingDownLadder as bool
mySheep . isSuppressingSlidingDownLadder
Return Type:
bool
// Sheep.isSuppressingSlidingDownLadder() as bool;
mySheep . isSuppressingSlidingDownLadder();
Return Type:
bool
// Sheep.isSwimming as bool
Return Type:
bool
// Sheep.isSwimming() as bool;
Return Type:
bool
// Sheep.isUnderWater as bool
Return Type:
bool
// Sheep.isUnderWater() as bool;
Return Type:
bool
// Sheep.isUsingItem as bool
Return Type:
bool
// Sheep.isUsingItem() as bool;
Return Type:
bool
// Sheep.isVehicle as bool
Return Type:
bool
// Sheep.isVehicle() as bool;
Return Type:
bool
// Sheep.isVisuallyCrawling as bool
mySheep . isVisuallyCrawling
Return Type:
bool
// Sheep.isVisuallyCrawling() as bool;
mySheep . isVisuallyCrawling();
Return Type:
bool
// Sheep.isVisuallySwimming as bool
mySheep . isVisuallySwimming
Return Type:
bool
// Sheep.isVisuallySwimming as bool
mySheep . isVisuallySwimming
Return Type:
bool
// Sheep.isVisuallySwimming() as bool;
mySheep . isVisuallySwimming();
Return Type:
bool
// Sheep.isVisuallySwimming() as bool;
mySheep . isVisuallySwimming();
Return Type:
bool
// Sheep.isWithinMeleeAttackRange(entity as LivingEntity) as bool;
mySheep . isWithinMeleeAttackRange(myLivingEntity);
Return Type:
bool
// Sheep.isWithinRestriction as bool
mySheep . isWithinRestriction
Return Type:
bool
// Sheep.isWithinRestriction(position as BlockPos) as bool;
mySheep . isWithinRestriction(myBlockPos);
Return Type:
bool
// Sheep.jumpBoostPower as double
Return Type:
double
// Sheep.jumpBoostPower() as double;
mySheep . jumpBoostPower();
Return Type:
double
// Sheep.killCredit as LivingEntity
Return Type:
LivingEntity
// Sheep.killCredit() as LivingEntity;
Return Type:
LivingEntity
// Sheep.knockback(x as double, y as double, z as double);
mySheep . knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Sheep.lastClimbablePos as BlockPos
Return Type:
BlockPos
// Sheep.lastClimbablePos() as BlockPos;
mySheep . lastClimbablePos();
Return Type:
BlockPos
// Sheep.lastDamageSource as DamageSource
Return Type:
DamageSource
// Sheep.lastDamageSource() as DamageSource;
mySheep . lastDamageSource();
Return Type:
DamageSource
// Sheep.lastHurtByMob as LivingEntity
Return Type:
LivingEntity
// Sheep.lastHurtByMob() as LivingEntity;
Return Type:
LivingEntity
// Sheep.lastHurtByMobTimestamp as int
mySheep . lastHurtByMobTimestamp
Return Type:
int
// Sheep.lastHurtByMobTimestamp() as int;
mySheep . lastHurtByMobTimestamp();
Return Type:
int
// Sheep.lastHurtMob as LivingEntity
Return Type:
LivingEntity
// Sheep.lastHurtMob() as LivingEntity;
Return Type:
LivingEntity
// Sheep.lastHurtMobTimestamp as int
mySheep . lastHurtMobTimestamp
Return Type:
int
// Sheep.lastHurtMobTimestamp() as int;
mySheep . lastHurtMobTimestamp();
Return Type:
int
// Sheep.leftHanded as bool
Return Type:
bool
// Sheep.leftHanded = (value as bool);
mySheep . leftHanded = myBool;
// Sheep.lookAngle as Vec3
Return Type:
Vec3
// Sheep.lookAngle() as Vec3;
Return Type:
Vec3
// Sheep.lookAt(entity as Entity, maxXRotIncrease as float, maxYRotIncrease as float);
mySheep . lookAt(myEntity, myFloat, myFloat);
Parameters:
maxXRotIncrease: float
Type: float
maxYRotIncrease: float
Type: float
Gets the seed used when generating loot from this entity. // Sheep.lootTableSeed as long
Return Type:
long
// Sheep.loveCause as ServerPlayer
Return Type:
ServerPlayer
// Sheep.mainArm as HumanoidArm
Return Type:
HumanoidArm
// Sheep.mainArm() as HumanoidArm;
Return Type:
HumanoidArm
// Sheep.mainHandItem as ItemStack
Return Type:
ItemStack
// Sheep.mainHandItem() as ItemStack;
Return Type:
ItemStack
// Sheep.maxAirSupply as int
Return Type:
int
// Sheep.maxAirSupply() as int;
Return Type:
int
// Sheep.maxFallDistance as int
Return Type:
int
// Sheep.maxFallDistance() as int;
mySheep . maxFallDistance();
Return Type:
int
// Sheep.maxHeadRotSpeed as int
Return Type:
int
// Sheep.maxHeadXRot as int
Return Type:
int
// Sheep.maxHeadYRot as int
Return Type:
int
// Sheep.maxHealth as float
Return Type:
float
// Sheep.maxHealth() as float;
Return Type:
float
// Sheep.maxSpawnClusterSize as int
mySheep . maxSpawnClusterSize
Return Type:
int
// Sheep.mobType as MobType
Return Type:
MobType
// Sheep.mobType() as MobType;
Return Type:
MobType
// Sheep.motionDirection as Direction
Return Type:
Direction
// Sheep.motionDirection() as Direction;
mySheep . motionDirection();
Return Type:
Direction
// Sheep.moveRelative(amount as float, relative as Vec3);
mySheep . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// Sheep.moveTo(vec as Vec3);
// Sheep.moveTo(x as double, y as double, z as double);
mySheep . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Sheep.moveTo(pos as BlockPos, yaw as float, pitch as float);
mySheep . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// Sheep.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
mySheep . moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
yaw: float
Type: float
pitch: float
Type: float
// Sheep.name as Component
Return Type:
Component
// Sheep.name as Component
Return Type:
Component
// Sheep.name() as Component;
Return Type:
Component
// Sheep.name() as Component;
Return Type:
Component
// Sheep.noActionTime as int
Return Type:
int
// Sheep.noActionTime() as int;
Return Type:
int
// Sheep.noAi = (value as bool);
// Sheep.offHandItem as ItemStack
Return Type:
ItemStack
// Sheep.offHandItem() as ItemStack;
Return Type:
ItemStack
// Sheep.onGround as bool
Return Type:
bool
// Sheep.onPos as BlockPos
Return Type:
BlockPos
// Sheep.onPos() as BlockPos;
Return Type:
BlockPos
// Sheep.passengers as List<Entity>
Return Type:
List <Entity >
// Sheep.passengers() as List<Entity>;
Return Type:
List <Entity >
// Sheep.percentFrozen as float
Return Type:
float
// Sheep.percentFrozen() as float;
Return Type:
float
// Sheep.pistonPushReaction as PushReaction
mySheep . pistonPushReaction
Return Type:
PushReaction
// Sheep.pistonPushReaction() as PushReaction;
mySheep . pistonPushReaction();
Return Type:
PushReaction
// Sheep.playAmbientSound();
mySheep . playAmbientSound();
// Sheep.playSound(sound as SoundEvent, volume as float, pitch as float);
mySheep . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// Sheep.portalWaitTime as int
Return Type:
int
// Sheep.portalWaitTime() as int;
mySheep . portalWaitTime();
Return Type:
int
// Sheep.position as Vec3
Return Type:
Vec3
// Sheep.position() as Vec3;
Return Type:
Vec3
// Sheep.positionRider(entity as Entity);
mySheep . positionRider(myEntity);
// Sheep.random() as RandomSource;
Return Type:
RandomSource
// Sheep.readyForShearing as bool
Return Type:
bool
// Sheep.releaseUsingItem();
mySheep . releaseUsingItem();
// Sheep.remainingFireTicks as int
mySheep . remainingFireTicks
Return Type:
int
// Sheep.remainingFireTicks() as int;
mySheep . remainingFireTicks();
Return Type:
int
// Sheep.removeAllEffects() as bool;
mySheep . removeAllEffects();
Return Type:
bool
// Sheep.removeEffect(effect as MobEffect) as bool;
mySheep . removeEffect(myMobEffect);
Return Type:
bool
// Sheep.removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance;
mySheep . removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
// Sheep.removeTag(tagName as string) as bool;
mySheep . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Sheep.removeVehicle();
// Sheep.restrictTo(restrictCenter as BlockPos, restrictRadius as int);
mySheep . restrictTo(myBlockPos, myInt);
Parameters:
restrictRadius: int
Type: int
// Sheep.rootVehicle as Entity
Return Type:
Entity
// Sheep.rootVehicle() as Entity;
Return Type:
Entity
// Sheep.scale() as float;
Return Type:
float
// Sheep.sendMessage(component as Component);
mySheep . sendMessage(myComponent);
// Sheep.setAbsorptionAmount(absorption as float);
mySheep . setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
// Sheep.setAirSupply(air as int);
mySheep . setAirSupply(myInt);
// Sheep.setArrowCount(count as int);
mySheep . setArrowCount(myInt);
// Sheep.setAttachmentData<T>(type as AttachmentType<T>, data as T) as T?;
mySheep . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// Sheep.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;
mySheep . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
// Sheep.setCustomName(name as Component);
mySheep . setCustomName(myComponent);
// Sheep.setCustomNameVisible(visible as bool);
mySheep . setCustomNameVisible(myBool);
// Sheep.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
mySheep . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// Sheep.setDiscardFriction(discardFriction as bool);
mySheep . setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
// Sheep.setDropChance(slot as EquipmentSlot, chance as float);
mySheep . setDropChance(myEquipmentSlot, myFloat);
Parameters:
chance: float
Type: float
// Sheep.setGlowingTag(glowing as bool);
mySheep . setGlowingTag(myBool);
// Sheep.setGuaranteedDrop(slot as EquipmentSlot);
mySheep . setGuaranteedDrop(myEquipmentSlot);
// Sheep.setHealth(health as float);
mySheep . setHealth(myFloat);
Parameters:
health: float
Type: float
// Sheep.setInLove(loveCause as Player = null);
mySheep . setInLove(myPlayer);
Parameters:
loveCause: Player
(optional) Type: Player
Default Value: null
// Sheep.setInvisible(invisible as bool);
mySheep . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// Sheep.setInvulnerable(invulnerable as bool);
mySheep . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// Sheep.setIsInPowderSnow(inPowderSnow as bool);
mySheep . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// Sheep.setItemInHand(hand as InteractionHand, stack as ItemStack);
mySheep . setItemInHand(myInteractionHand, myItemStack);
// Sheep.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
mySheep . setItemSlot(myEquipmentSlot, myItemStack);
// Sheep.setJumping(jumping as bool);
mySheep . setJumping(myBool);
// Sheep.setLastHurtByMob(entity as LivingEntity);
mySheep . setLastHurtByMob(myLivingEntity);
// Sheep.setLastHurtByPlayer(player as Player);
mySheep . setLastHurtByPlayer(myPlayer);
// Sheep.setLastHurtMob(entity as Entity);
mySheep . setLastHurtMob(myEntity);
// Sheep.setLeashedTo(leashHolder as Entity, broadcastPacket as bool);
mySheep . setLeashedTo(myEntity, myBool);
Parameters:
broadcastPacket: bool
Type: bool
// Sheep.setNoActionTime(idleTime as int);
mySheep . setNoActionTime(myInt);
// Sheep.setNoGravity(noGravity as bool);
mySheep . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// Sheep.setOldPosAndRot();
mySheep . setOldPosAndRot();
// Sheep.setOnGround(onGround as bool);
mySheep . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// Sheep.setPersistenceRequired();
mySheep . setPersistenceRequired();
// Sheep.setPortalCooldown();
mySheep . setPortalCooldown();
// Sheep.setPos(position as Vec3);
// Sheep.setPos(x as double, y as double, z as double);
mySheep . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Sheep.setPosRaw(x as double, y as double, z as double);
mySheep . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Sheep.setRemainingFireTicks(ticks as int);
mySheep . setRemainingFireTicks(myInt);
// Sheep.setRemoved(var1 as RemovalReason);
mySheep . setRemoved(myRemovalReason);
// Sheep.setSecondsOnFire(seconds as int);
mySheep . setSecondsOnFire(myInt);
// Sheep.setShiftKeyDown(keyDown as bool);
mySheep . setShiftKeyDown(myBool);
// Sheep.setSilent(silent as bool);
mySheep . setSilent(myBool);
// Sheep.setSleepingPos(pos as BlockPos);
mySheep . setSleepingPos(myBlockPos);
// Sheep.setSpeed(speed as float);
mySheep . setSpeed(myFloat);
// Sheep.setSprinting(sprinting as bool);
mySheep . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// Sheep.setStingerCount(count as int);
mySheep . setStingerCount(myInt);
// Sheep.setSwimming(swimming as bool);
mySheep . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// Sheep.setTicksFrozen(ticks as int);
mySheep . setTicksFrozen(myInt);
// Sheep.shear(source as SoundSource);
mySheep . shear(mySoundSource);
// Sheep.sheared = (sheared as bool);
mySheep . sheared = myBool;
// Sheep.shouldBeSaved as bool
Return Type:
bool
// Sheep.shouldBeSaved() as bool;
Return Type:
bool
// Sheep.shouldDiscardFriction as bool
mySheep . shouldDiscardFriction
Return Type:
bool
// Sheep.shouldDiscardFriction() as bool;
mySheep . shouldDiscardFriction();
Return Type:
bool
// Sheep.shouldInformAdmins as bool
mySheep . shouldInformAdmins
Return Type:
bool
// Sheep.shouldInformAdmins() as bool;
mySheep . shouldInformAdmins();
Return Type:
bool
// Sheep.shouldShowName as bool
Return Type:
bool
// Sheep.shouldShowName() as bool;
mySheep . shouldShowName();
Return Type:
bool
// Sheep.showVehicleHealth as bool
mySheep . showVehicleHealth
Return Type:
bool
// Sheep.showVehicleHealth() as bool;
mySheep . showVehicleHealth();
Return Type:
bool
// Sheep.sleepingPos as BlockPos
Return Type:
BlockPos
// Sheep.sleepingPos() as BlockPos;
Return Type:
BlockPos
// Sheep.soundSource as SoundSource
Return Type:
SoundSource
// Sheep.soundSource() as SoundSource;
Return Type:
SoundSource
// Sheep.spawnChildFromBreeding(level as ServerLevel, otherParent as Animal);
mySheep . spawnChildFromBreeding(myServerLevel, myAnimal);
// Sheep.speed() as float;
Return Type:
float
// Sheep.startRiding(entity as Entity) as bool;
mySheep . startRiding(myEntity);
Return Type:
bool
// Sheep.startRiding(entity as Entity, force as bool) as bool;
mySheep . startRiding(myEntity, myBool);
Return Type:
bool
// Sheep.startSleeping(pos as BlockPos);
mySheep . startSleeping(myBlockPos);
// Sheep.startUsingItem(param0 as InteractionHand);
mySheep . startUsingItem(myInteractionHand);
// Sheep.stingerCount as int
Return Type:
int
// Sheep.stingerCount() as int;
Return Type:
int
// Sheep.stopUsingItem();
// Sheep.stringUUID as string
Return Type:
string
// Sheep.stringUUID() as string;
Return Type:
string
// Sheep.swing(hand as InteractionHand);
mySheep . swing(myInteractionHand);
// Sheep.swing(hand as InteractionHand, updateSelf as bool);
mySheep . swing(myInteractionHand, myBool);
Parameters:
updateSelf: bool
Type: bool
// Sheep.tags as Set<string>
Return Type:
Set <string >
// Sheep.tags() as Set<string>;
Return Type:
Set <string >
Gets the current target, or null if not targeting anything. // Sheep.target as LivingEntity
Return Type:
LivingEntity
// Sheep.target = (target as LivingEntity);
mySheep . target = myLivingEntity;
// Sheep.teamColor as int
Return Type:
int
// Sheep.teamColor() as int;
Return Type:
int
// Sheep.teleportTo(x as double, y as double, z as double);
mySheep . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Sheep.ticksFrozen as int
Return Type:
int
// Sheep.ticksFrozen() as int;
Return Type:
int
// Sheep.ticksRequiredToFreeze as int
mySheep . ticksRequiredToFreeze
Return Type:
int
// Sheep.ticksRequiredToFreeze() as int;
mySheep . ticksRequiredToFreeze();
Return Type:
int
// Sheep.ticksUsingItem as int
Return Type:
int
// Sheep.ticksUsingItem() as int;
mySheep . ticksUsingItem();
Return Type:
int
// Sheep.travel(vec as Vec3);
// Sheep.turn(yaw as double, pitch as double);
mySheep . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
Updates the custom NBT data for this Entity. // Sheep.updateCustomData(data as MapData);
mySheep . updateCustomData({custom: "data" });
// Sheep.updateCustomEntityTag(level as Level, player as Player, data as MapData);
mySheep . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // Sheep.updateData(data as MapData);
mySheep . updateData({key: "value" });
// Sheep.useItem as ItemStack
Return Type:
ItemStack
// Sheep.useItem() as ItemStack;
Return Type:
ItemStack
// Sheep.useItemRemainingTicks as int
mySheep . useItemRemainingTicks
Return Type:
int
// Sheep.useItemRemainingTicks() as int;
mySheep . useItemRemainingTicks();
Return Type:
int
// Sheep.vehicle as Entity
Return Type:
Entity
// Sheep.vehicle() as Entity;
Return Type:
Entity
// Sheep.voicePitch as float
Return Type:
float
// Sheep.voicePitch() as float;
Return Type:
float
// Sheep.wantsToPickUp(stack as ItemStack) as bool;
mySheep . wantsToPickUp(myItemStack);
Return Type:
bool