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