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.item . ItemEntity;
ItemEntity extends Entity
.
ItemEntity
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces TraceableEntity
, ScoreHolder
, IEntityExtension
, INBTSerializable <CompoundTag >
// new ItemEntity(level as Level, x as double, y as double, z as double, stack as ItemStack);
new ItemEntity(myLevel, myDouble, myDouble, myDouble, myItemStack);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ItemEntity.acceptsFailure as bool
myItemEntity . acceptsFailure
Return Type:
bool
// ItemEntity.acceptsFailure() as bool;
myItemEntity . acceptsFailure();
Return Type:
bool
// ItemEntity.acceptsSuccess as bool
myItemEntity . acceptsSuccess
Return Type:
bool
// ItemEntity.acceptsSuccess() as bool;
myItemEntity . acceptsSuccess();
Return Type:
bool
// ItemEntity.addTag(tagName as string) as bool;
myItemEntity . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// ItemEntity.airSupply as int
Return Type:
int
// ItemEntity.airSupply() as int;
myItemEntity . airSupply();
Return Type:
int
// ItemEntity.allSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// ItemEntity.allSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// ItemEntity.alwaysAccepts as bool
myItemEntity . alwaysAccepts
Return Type:
bool
// ItemEntity.alwaysAccepts() as bool;
myItemEntity . alwaysAccepts();
Return Type:
bool
// ItemEntity.armorSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// ItemEntity.armorSlots() as Iterable<ItemStack>;
myItemEntity . armorSlots();
Return Type:
Iterable <ItemStack >
// ItemEntity.bbHeight as float
Return Type:
float
// ItemEntity.bbHeight() as float;
Return Type:
float
// ItemEntity.bbWidth as float
Return Type:
float
// ItemEntity.bbWidth() as float;
Return Type:
float
// ItemEntity.blockPosiion as BlockPos
myItemEntity . blockPosiion
Return Type:
BlockPos
// ItemEntity.blockPosiion() as BlockPos;
myItemEntity . blockPosiion();
Return Type:
BlockPos
// ItemEntity.blockPosition as BlockPos
myItemEntity . blockPosition
Return Type:
BlockPos
// ItemEntity.blockPosition() as BlockPos;
myItemEntity . blockPosition();
Return Type:
BlockPos
// ItemEntity.blockX as int
Return Type:
int
// ItemEntity.blockX() as int;
Return Type:
int
// ItemEntity.blockY as int
Return Type:
int
// ItemEntity.blockY() as int;
Return Type:
int
// ItemEntity.blockZ as int
Return Type:
int
// ItemEntity.blockZ() as int;
Return Type:
int
// ItemEntity.boundingBox as AABB
Return Type:
AABB
// ItemEntity.boundingBox() as AABB;
myItemEntity . boundingBox();
Return Type:
AABB
// ItemEntity.boundingBoxForCulling as AABB
myItemEntity . boundingBoxForCulling
Return Type:
AABB
// ItemEntity.boundingBoxForCulling() as AABB;
myItemEntity . boundingBoxForCulling();
Return Type:
AABB
// ItemEntity.canBeCollidedWith as bool
myItemEntity . canBeCollidedWith
Return Type:
bool
// ItemEntity.canBeCollidedWith() as bool;
myItemEntity . canBeCollidedWith();
Return Type:
bool
// ItemEntity.canCollideWith(other as Entity) as bool;
myItemEntity . canCollideWith(myEntity);
Return Type:
bool
// ItemEntity.canFreeze as bool
Return Type:
bool
// ItemEntity.canFreeze() as bool;
myItemEntity . canFreeze();
Return Type:
bool
// ItemEntity.clearFire();
myItemEntity . clearFire();
// ItemEntity.closerThan(other as Entity, distance as double) as bool;
myItemEntity . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// ItemEntity.commandSenderWorld as Level
myItemEntity . commandSenderWorld
Return Type:
Level
// ItemEntity.commandSenderWorld() as Level;
myItemEntity . commandSenderWorld();
Return Type:
Level
// ItemEntity.controllingPassenger as Entity
myItemEntity . controllingPassenger
Return Type:
Entity
// ItemEntity.controllingPassenger() as Entity;
myItemEntity . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // ItemEntity.customData as MapData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// ItemEntity.customData() as MapData;
myItemEntity . customData();
Return Type:
MapData
// ItemEntity.customName as Component
Return Type:
Component
// ItemEntity.customName as Component
Return Type:
Component
// ItemEntity.customName() as Component;
myItemEntity . customName();
Return Type:
Component
// ItemEntity.customName() as Component;
myItemEntity . customName();
Return Type:
Component
// ItemEntity.dampensVibrations as bool
myItemEntity . dampensVibrations
Return Type:
bool
// ItemEntity.dampensVibrations() as bool;
myItemEntity . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // ItemEntity.data as MapData
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// ItemEntity.data() as MapData;
Return Type:
MapData
// ItemEntity.deltaMovement as Vec3
myItemEntity . deltaMovement
Return Type:
Vec3
// ItemEntity.deltaMovement = (deltaMovement as Vec3);
myItemEntity . deltaMovement = myVec3;
// ItemEntity.deltaMovement() as Vec3;
myItemEntity . deltaMovement();
Return Type:
Vec3
// ItemEntity.deltaMovement(deltaMovement as Vec3);
myItemEntity . deltaMovement(myVec3);
// ItemEntity.dimensionChangingDelay as int
myItemEntity . dimensionChangingDelay
Return Type:
int
// ItemEntity.dimensionChangingDelay() as int;
myItemEntity . dimensionChangingDelay();
Return Type:
int
// ItemEntity.direction as Direction
Return Type:
Direction
// ItemEntity.direction() as Direction;
myItemEntity . direction();
Return Type:
Direction
// ItemEntity.dismountsUnderwater as bool
myItemEntity . dismountsUnderwater
Return Type:
bool
// ItemEntity.displayName as Component
Return Type:
Component
// ItemEntity.displayName as Component
Return Type:
Component
// ItemEntity.displayName() as Component;
myItemEntity . displayName();
Return Type:
Component
// ItemEntity.displayName() as Component;
myItemEntity . displayName();
Return Type:
Component
// ItemEntity.distanceTo(entity as Entity) as float;
myItemEntity . distanceTo(myEntity);
Return Type:
float
// ItemEntity.distanceToSqr(x as double, y as double, z as double) as double;
myItemEntity . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// ItemEntity.distanceToSqr(entity as Entity) as double;
myItemEntity . distanceToSqr(myEntity);
Return Type:
double
// ItemEntity.distanceToSqr(vec as Vec3) as double;
myItemEntity . distanceToSqr(myVec3);
Return Type:
double
// ItemEntity.ejectPassengers();
myItemEntity . ejectPassengers();
// ItemEntity.eyeHeight as float
Return Type:
float
// ItemEntity.eyeHeight() as float;
myItemEntity . eyeHeight();
Return Type:
float
// ItemEntity.eyePosition as Vec3
Return Type:
Vec3
// ItemEntity.eyePosition() as Vec3;
myItemEntity . eyePosition();
Return Type:
Vec3
// ItemEntity.eyeY as double
Return Type:
double
// ItemEntity.eyeY() as double;
Return Type:
double
// ItemEntity.feetBlockState as BlockState
myItemEntity . feetBlockState
Return Type:
BlockState
// ItemEntity.feetBlockState() as BlockState;
myItemEntity . feetBlockState();
Return Type:
BlockState
// ItemEntity.fireImmune as bool
Return Type:
bool
// ItemEntity.fireImmune() as bool;
myItemEntity . fireImmune();
Return Type:
bool
// ItemEntity.firstPassenger as Entity
myItemEntity . firstPassenger
Return Type:
Entity
// ItemEntity.firstPassenger() as Entity;
myItemEntity . firstPassenger();
Return Type:
Entity
// ItemEntity.fluidJumpThreshold as double
myItemEntity . fluidJumpThreshold
Return Type:
double
// ItemEntity.fluidJumpThreshold() as double;
myItemEntity . fluidJumpThreshold();
Return Type:
double
// ItemEntity.forward as Vec3
Return Type:
Vec3
// ItemEntity.forward() as Vec3;
Return Type:
Vec3
// ItemEntity.getAttachmentData<T>(type as AttachmentType<T>) as T;
myItemEntity . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// ItemEntity.getAttachmentData<T>(type as Supplier<AttachmentType<T>>) as T;
myItemEntity . getAttachmentData < T>(mySupplier);
Return Type:
T
// ItemEntity.getEyePosition(partialTicks as float) as Vec3;
myItemEntity . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// ItemEntity.getPosition(partialTicks as float) as Vec3;
myItemEntity . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// ItemEntity.getUpVector(partialTicks as float) as Vec3;
myItemEntity . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// ItemEntity.getViewVector(partialTicks as float) as Vec3;
myItemEntity . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// ItemEntity.getX(scale as double) as double;
myItemEntity . getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// ItemEntity.getY(scale as double) as double;
myItemEntity . getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// ItemEntity.getZ(scale as double) as double;
myItemEntity . getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// ItemEntity.handSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// ItemEntity.handSlots() as Iterable<ItemStack>;
myItemEntity . handSlots();
Return Type:
Iterable <ItemStack >
// ItemEntity.hasAttachmentData<T>(type as AttachmentType<T>) as bool;
myItemEntity . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// ItemEntity.hasAttachmentData<T>(type as Supplier<AttachmentType<T>>) as bool;
myItemEntity . hasAttachmentData < T>(mySupplier);
Return Type:
bool
// ItemEntity.hasCustomName as bool
myItemEntity . hasCustomName
Return Type:
bool
// ItemEntity.hasCustomName as bool
myItemEntity . hasCustomName
Return Type:
bool
// ItemEntity.hasCustomName() as bool;
myItemEntity . hasCustomName();
Return Type:
bool
// ItemEntity.hasCustomName() as bool;
myItemEntity . hasCustomName();
Return Type:
bool
// ItemEntity.hasExactlyOnePlayerPassenger as bool
myItemEntity . hasExactlyOnePlayerPassenger
Return Type:
bool
// ItemEntity.hasExactlyOnePlayerPassenger() as bool;
myItemEntity . hasExactlyOnePlayerPassenger();
Return Type:
bool
// ItemEntity.hasGlowingTag as bool
myItemEntity . hasGlowingTag
Return Type:
bool
// ItemEntity.hasGlowingTag() as bool;
myItemEntity . hasGlowingTag();
Return Type:
bool
// ItemEntity.hasIndirectPassenger(entity as Entity) as bool;
myItemEntity . hasIndirectPassenger(myEntity);
Return Type:
bool
// ItemEntity.hasPassenger(entity as Entity) as bool;
myItemEntity . hasPassenger(myEntity);
Return Type:
bool
// ItemEntity.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myItemEntity . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// ItemEntity.hasPickupDelay as bool
myItemEntity . hasPickupDelay
Return Type:
bool
// ItemEntity.hasPickupDelay() as bool;
myItemEntity . hasPickupDelay();
Return Type:
bool
// ItemEntity.hurt(source as DamageSource, amount as float) as bool;
myItemEntity . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// ItemEntity.id() as int;
Return Type:
int
// ItemEntity.isAlive as bool
Return Type:
bool
// ItemEntity.isAlive() as bool;
Return Type:
bool
// ItemEntity.isAlwaysTicking as bool
myItemEntity . isAlwaysTicking
Return Type:
bool
// ItemEntity.isAlwaysTicking() as bool;
myItemEntity . isAlwaysTicking();
Return Type:
bool
// ItemEntity.isAttackable as bool
myItemEntity . isAttackable
Return Type:
bool
// ItemEntity.isAttackable() as bool;
myItemEntity . isAttackable();
Return Type:
bool
// ItemEntity.isColliding(pos as BlockPos, state as BlockState) as bool;
myItemEntity . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// ItemEntity.isCrouching as bool
Return Type:
bool
// ItemEntity.isCrouching() as bool;
myItemEntity . isCrouching();
Return Type:
bool
// ItemEntity.isCurrentlyGlowing as bool
myItemEntity . isCurrentlyGlowing
Return Type:
bool
// ItemEntity.isCurrentlyGlowing() as bool;
myItemEntity . isCurrentlyGlowing();
Return Type:
bool
// ItemEntity.isCustomNameVisible as bool
myItemEntity . isCustomNameVisible
Return Type:
bool
// ItemEntity.isCustomNameVisible() as bool;
myItemEntity . isCustomNameVisible();
Return Type:
bool
// ItemEntity.isDescending as bool
myItemEntity . isDescending
Return Type:
bool
// ItemEntity.isDescending() as bool;
myItemEntity . isDescending();
Return Type:
bool
// ItemEntity.isDiscrete as bool
Return Type:
bool
// ItemEntity.isDiscrete() as bool;
myItemEntity . isDiscrete();
Return Type:
bool
// ItemEntity.isFree(x as double, y as double, z as double) as bool;
myItemEntity . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// ItemEntity.isFullyFrozen as bool
myItemEntity . isFullyFrozen
Return Type:
bool
// ItemEntity.isFullyFrozen() as bool;
myItemEntity . isFullyFrozen();
Return Type:
bool
// ItemEntity.isInLava as bool
Return Type:
bool
// ItemEntity.isInLava() as bool;
Return Type:
bool
// ItemEntity.isInvisible as bool
Return Type:
bool
// ItemEntity.isInvisible() as bool;
myItemEntity . isInvisible();
Return Type:
bool
// ItemEntity.isInvisibleTo(player as Player) as bool;
myItemEntity . isInvisibleTo(myPlayer);
Return Type:
bool
// ItemEntity.isInvulnerable as bool
myItemEntity . isInvulnerable
Return Type:
bool
// ItemEntity.isInvulnerable() as bool;
myItemEntity . isInvulnerable();
Return Type:
bool
// ItemEntity.isInvulnerableTo(source as DamageSource) as bool;
myItemEntity . isInvulnerableTo(myDamageSource);
Return Type:
bool
// ItemEntity.isInWall as bool
Return Type:
bool
// ItemEntity.isInWall() as bool;
Return Type:
bool
// ItemEntity.isInWater as bool
Return Type:
bool
// ItemEntity.isInWater() as bool;
myItemEntity . isInWater();
Return Type:
bool
// ItemEntity.isInWaterOrBubble as bool
myItemEntity . isInWaterOrBubble
Return Type:
bool
// ItemEntity.isInWaterOrBubble() as bool;
myItemEntity . isInWaterOrBubble();
Return Type:
bool
// ItemEntity.isInWaterOrRain as bool
myItemEntity . isInWaterOrRain
Return Type:
bool
// ItemEntity.isInWaterOrRain() as bool;
myItemEntity . isInWaterOrRain();
Return Type:
bool
// ItemEntity.isInWaterRainOrBubble as bool
myItemEntity . isInWaterRainOrBubble
Return Type:
bool
// ItemEntity.isInWaterRainOrBubble() as bool;
myItemEntity . isInWaterRainOrBubble();
Return Type:
bool
// ItemEntity.isNoGravity as bool
Return Type:
bool
// ItemEntity.isNoGravity() as bool;
myItemEntity . isNoGravity();
Return Type:
bool
// ItemEntity.isOnFire as bool
Return Type:
bool
// ItemEntity.isOnFire() as bool;
Return Type:
bool
// ItemEntity.isOnPortalCooldown as bool
myItemEntity . isOnPortalCooldown
Return Type:
bool
// ItemEntity.isOnPortalCooldown() as bool;
myItemEntity . isOnPortalCooldown();
Return Type:
bool
// ItemEntity.isPassenger as bool
Return Type:
bool
// ItemEntity.isPassenger() as bool;
myItemEntity . isPassenger();
Return Type:
bool
// ItemEntity.isPassengerOfSameVehicle(entity as Entity) as bool;
myItemEntity . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// ItemEntity.isPickable as bool
Return Type:
bool
// ItemEntity.isPickable() as bool;
myItemEntity . isPickable();
Return Type:
bool
// ItemEntity.isPushable as bool
Return Type:
bool
// ItemEntity.isPushable() as bool;
myItemEntity . isPushable();
Return Type:
bool
// ItemEntity.isPushedByFluid as bool
myItemEntity . isPushedByFluid
Return Type:
bool
// ItemEntity.isPushedByFluid() as bool;
myItemEntity . isPushedByFluid();
Return Type:
bool
// ItemEntity.isRemoved as bool
Return Type:
bool
// ItemEntity.isRemoved() as bool;
myItemEntity . isRemoved();
Return Type:
bool
// ItemEntity.isShiftKeyDown as bool
myItemEntity . isShiftKeyDown
Return Type:
bool
// ItemEntity.isShiftKeyDown() as bool;
myItemEntity . isShiftKeyDown();
Return Type:
bool
// ItemEntity.isSilent as bool
Return Type:
bool
// ItemEntity.isSilent() as bool;
Return Type:
bool
// ItemEntity.isSpectator as bool
Return Type:
bool
// ItemEntity.isSpectator() as bool;
myItemEntity . isSpectator();
Return Type:
bool
// ItemEntity.isSprinting as bool
Return Type:
bool
// ItemEntity.isSprinting() as bool;
myItemEntity . isSprinting();
Return Type:
bool
// ItemEntity.isSteppingCarefully as bool
myItemEntity . isSteppingCarefully
Return Type:
bool
// ItemEntity.isSteppingCarefully() as bool;
myItemEntity . isSteppingCarefully();
Return Type:
bool
// ItemEntity.isSuppressingBounce as bool
myItemEntity . isSuppressingBounce
Return Type:
bool
// ItemEntity.isSuppressingBounce() as bool;
myItemEntity . isSuppressingBounce();
Return Type:
bool
// ItemEntity.isSwimming as bool
Return Type:
bool
// ItemEntity.isSwimming() as bool;
myItemEntity . isSwimming();
Return Type:
bool
// ItemEntity.isUnderWater as bool
myItemEntity . isUnderWater
Return Type:
bool
// ItemEntity.isUnderWater() as bool;
myItemEntity . isUnderWater();
Return Type:
bool
// ItemEntity.isVehicle as bool
Return Type:
bool
// ItemEntity.isVehicle() as bool;
myItemEntity . isVehicle();
Return Type:
bool
// ItemEntity.isVisuallyCrawling as bool
myItemEntity . isVisuallyCrawling
Return Type:
bool
// ItemEntity.isVisuallyCrawling() as bool;
myItemEntity . isVisuallyCrawling();
Return Type:
bool
// ItemEntity.isVisuallySwimming as bool
myItemEntity . isVisuallySwimming
Return Type:
bool
// ItemEntity.isVisuallySwimming() as bool;
myItemEntity . isVisuallySwimming();
Return Type:
bool
Gets the IItemStack inside this ItemEntity. // ItemEntity.item as IItemStack
Return Type:
IItemStack
Sets the IItemStack inside this ItemEntity. // ItemEntity.item = (stack as IItemStack);
myItemEntity . item = myIItemStack;
Gets the IItemStack inside this ItemEntity. Returns : The IItemStack inside this ItemEntity.
// ItemEntity.item() as IItemStack;
Return Type:
IItemStack
Sets the IItemStack inside this ItemEntity. // ItemEntity.item(stack as IItemStack);
myItemEntity . item( < item : minecraft:diamond > );
// ItemEntity.lavaHurt();
// ItemEntity.level as Level
Return Type:
Level
// ItemEntity.lookAngle as Vec3
Return Type:
Vec3
// ItemEntity.lookAngle() as Vec3;
myItemEntity . lookAngle();
Return Type:
Vec3
// ItemEntity.maxAirSupply as int
myItemEntity . maxAirSupply
Return Type:
int
// ItemEntity.maxAirSupply() as int;
myItemEntity . maxAirSupply();
Return Type:
int
// ItemEntity.maxFallDistance as int
myItemEntity . maxFallDistance
Return Type:
int
// ItemEntity.maxFallDistance() as int;
myItemEntity . maxFallDistance();
Return Type:
int
// ItemEntity.motionDirection as Direction
myItemEntity . motionDirection
Return Type:
Direction
// ItemEntity.motionDirection() as Direction;
myItemEntity . motionDirection();
Return Type:
Direction
// ItemEntity.moveRelative(amount as float, relative as Vec3);
myItemEntity . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// ItemEntity.moveTo(vec as Vec3);
myItemEntity . moveTo(myVec3);
// ItemEntity.moveTo(x as double, y as double, z as double);
myItemEntity . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ItemEntity.moveTo(pos as BlockPos, yaw as float, pitch as float);
myItemEntity . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// ItemEntity.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myItemEntity . 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
// ItemEntity.name as Component
Return Type:
Component
// ItemEntity.name as Component
Return Type:
Component
// ItemEntity.name() as Component;
Return Type:
Component
// ItemEntity.name() as Component;
Return Type:
Component
// ItemEntity.onGround as bool
Return Type:
bool
// ItemEntity.onPos as BlockPos
Return Type:
BlockPos
// ItemEntity.onPos() as BlockPos;
Return Type:
BlockPos
// ItemEntity.passengers as List<Entity>
Return Type:
List <Entity >
// ItemEntity.passengers() as List<Entity>;
myItemEntity . passengers();
Return Type:
List <Entity >
// ItemEntity.percentFrozen as float
myItemEntity . percentFrozen
Return Type:
float
// ItemEntity.percentFrozen() as float;
myItemEntity . percentFrozen();
Return Type:
float
// ItemEntity.pistonPushReaction as PushReaction
myItemEntity . pistonPushReaction
Return Type:
PushReaction
// ItemEntity.pistonPushReaction() as PushReaction;
myItemEntity . pistonPushReaction();
Return Type:
PushReaction
// ItemEntity.playSound(sound as SoundEvent, volume as float, pitch as float);
myItemEntity . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// ItemEntity.portalWaitTime as int
myItemEntity . portalWaitTime
Return Type:
int
// ItemEntity.portalWaitTime() as int;
myItemEntity . portalWaitTime();
Return Type:
int
// ItemEntity.position as Vec3
Return Type:
Vec3
// ItemEntity.position() as Vec3;
Return Type:
Vec3
// ItemEntity.positionRider(entity as Entity);
myItemEntity . positionRider(myEntity);
// ItemEntity.registryName as ResourceLocation
myItemEntity . registryName
Return Type:
ResourceLocation
// ItemEntity.registryName() as ResourceLocation;
myItemEntity . registryName();
Return Type:
ResourceLocation
// ItemEntity.remainingFireTicks as int
myItemEntity . remainingFireTicks
Return Type:
int
// ItemEntity.remainingFireTicks() as int;
myItemEntity . remainingFireTicks();
Return Type:
int
// ItemEntity.removeTag(tagName as string) as bool;
myItemEntity . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// ItemEntity.removeVehicle();
myItemEntity . removeVehicle();
// ItemEntity.rootVehicle as Entity
Return Type:
Entity
// ItemEntity.rootVehicle() as Entity;
myItemEntity . rootVehicle();
Return Type:
Entity
// ItemEntity.sendMessage(component as Component);
myItemEntity . sendMessage(myComponent);
// ItemEntity.setAirSupply(air as int);
myItemEntity . setAirSupply(myInt);
// ItemEntity.setAttachmentData<T>(type as AttachmentType<T>, data as T) as T?;
myItemEntity . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// ItemEntity.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;
myItemEntity . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
// ItemEntity.setCustomName(name as Component);
myItemEntity . setCustomName(myComponent);
// ItemEntity.setCustomNameVisible(visible as bool);
myItemEntity . setCustomNameVisible(myBool);
// ItemEntity.setDefaultPickUpDelay();
myItemEntity . setDefaultPickUpDelay();
// ItemEntity.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myItemEntity . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// ItemEntity.setGlowingTag(glowing as bool);
myItemEntity . setGlowingTag(myBool);
// ItemEntity.setInvisible(invisible as bool);
myItemEntity . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// ItemEntity.setInvulnerable(invulnerable as bool);
myItemEntity . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// ItemEntity.setIsInPowderSnow(inPowderSnow as bool);
myItemEntity . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// ItemEntity.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myItemEntity . setItemSlot(myEquipmentSlot, myItemStack);
// ItemEntity.setNeverPickUp();
myItemEntity . setNeverPickUp();
// ItemEntity.setNoGravity(noGravity as bool);
myItemEntity . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// ItemEntity.setNoPickUpDelay();
myItemEntity . setNoPickUpDelay();
// ItemEntity.setOldPosAndRot();
myItemEntity . setOldPosAndRot();
// ItemEntity.setOnGround(onGround as bool);
myItemEntity . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// ItemEntity.setPickUpDelay(ticks as int);
myItemEntity . setPickUpDelay(myInt);
// ItemEntity.setPortalCooldown();
myItemEntity . setPortalCooldown();
// ItemEntity.setPos(position as Vec3);
myItemEntity . setPos(myVec3);
// ItemEntity.setPos(x as double, y as double, z as double);
myItemEntity . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ItemEntity.setPosRaw(x as double, y as double, z as double);
myItemEntity . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ItemEntity.setRemainingFireTicks(ticks as int);
myItemEntity . setRemainingFireTicks(myInt);
// ItemEntity.setRemoved(var1 as RemovalReason);
myItemEntity . setRemoved(myRemovalReason);
// ItemEntity.setSecondsOnFire(seconds as int);
myItemEntity . setSecondsOnFire(myInt);
// ItemEntity.setShiftKeyDown(keyDown as bool);
myItemEntity . setShiftKeyDown(myBool);
// ItemEntity.setSilent(silent as bool);
myItemEntity . setSilent(myBool);
// ItemEntity.setSprinting(sprinting as bool);
myItemEntity . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// ItemEntity.setSwimming(swimming as bool);
myItemEntity . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// ItemEntity.setTicksFrozen(ticks as int);
myItemEntity . setTicksFrozen(myInt);
// ItemEntity.shouldBeSaved as bool
myItemEntity . shouldBeSaved
Return Type:
bool
// ItemEntity.shouldBeSaved() as bool;
myItemEntity . shouldBeSaved();
Return Type:
bool
// ItemEntity.shouldInformAdmins as bool
myItemEntity . shouldInformAdmins
Return Type:
bool
// ItemEntity.shouldInformAdmins() as bool;
myItemEntity . shouldInformAdmins();
Return Type:
bool
// ItemEntity.shouldShowName as bool
myItemEntity . shouldShowName
Return Type:
bool
// ItemEntity.shouldShowName() as bool;
myItemEntity . shouldShowName();
Return Type:
bool
// ItemEntity.showVehicleHealth as bool
myItemEntity . showVehicleHealth
Return Type:
bool
// ItemEntity.showVehicleHealth() as bool;
myItemEntity . showVehicleHealth();
Return Type:
bool
// ItemEntity.soundSource as SoundSource
Return Type:
SoundSource
// ItemEntity.soundSource() as SoundSource;
myItemEntity . soundSource();
Return Type:
SoundSource
// ItemEntity.startRiding(entity as Entity) as bool;
myItemEntity . startRiding(myEntity);
Return Type:
bool
// ItemEntity.startRiding(entity as Entity, force as bool) as bool;
myItemEntity . startRiding(myEntity, myBool);
Return Type:
bool
// ItemEntity.stopRiding();
myItemEntity . stopRiding();
// ItemEntity.stringUUID as string
Return Type:
string
// ItemEntity.stringUUID() as string;
myItemEntity . stringUUID();
Return Type:
string
// ItemEntity.tags as Set<string>
Return Type:
Set <string >
// ItemEntity.tags() as Set<string>;
Return Type:
Set <string >
// ItemEntity.teamColor as int
Return Type:
int
// ItemEntity.teamColor() as int;
myItemEntity . teamColor();
Return Type:
int
// ItemEntity.teleportTo(x as double, y as double, z as double);
myItemEntity . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// ItemEntity.ticksFrozen as int
Return Type:
int
// ItemEntity.ticksFrozen() as int;
myItemEntity . ticksFrozen();
Return Type:
int
// ItemEntity.ticksRequiredToFreeze as int
myItemEntity . ticksRequiredToFreeze
Return Type:
int
// ItemEntity.ticksRequiredToFreeze() as int;
myItemEntity . ticksRequiredToFreeze();
Return Type:
int
// ItemEntity.turn(yaw as double, pitch as double);
myItemEntity . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
Updates the custom NBT data for this Entity. // ItemEntity.updateCustomData(data as MapData);
myItemEntity . updateCustomData({custom: "data" });
// ItemEntity.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myItemEntity . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // ItemEntity.updateData(data as MapData);
myItemEntity . updateData({key: "value" });
// ItemEntity.uuid as UUID
Return Type:
UUID
// ItemEntity.uuid() as UUID;
Return Type:
UUID
// ItemEntity.vehicle as Entity
Return Type:
Entity
// ItemEntity.vehicle() as Entity;
Return Type:
Entity
// ItemEntity.x as double
Return Type:
double
// ItemEntity.x() as double;
Return Type:
double
// ItemEntity.y as double
Return Type:
double
// ItemEntity.y() as double;
Return Type:
double
// ItemEntity.z as double
Return Type:
double
// ItemEntity.z() as double;
Return Type:
double