Mob

Importing the class

If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at the top of the file.

script.zs
import crafttweaker.api.entity.type.misc.Mob;

Extends

Mob extends LivingEntity.

Implements

Mob implements the following interfaces:

Targeting,Nameable,EntityAccess,CommandSource,IAttachmentHolder

Undocumented Interfaces

Attackable,ILivingEntityExtension,ScoreHolder,IEntityExtension,INBTSerializable<CompoundTag>

Members

Getter
script.zs
// Mob.absorptionAmount as float
myMob.absorptionAmount

Return Type: float

absorptionAmount() as float
script.zs
// Mob.absorptionAmount() as float;
myMob.absorptionAmount();

Return Type: float

Getter
script.zs
// Mob.acceptsFailure as bool
myMob.acceptsFailure

Return Type: bool

acceptsFailure() as bool
script.zs
// Mob.acceptsFailure() as bool;
myMob.acceptsFailure();

Return Type: bool

Getter
script.zs
// Mob.acceptsSuccess as bool
myMob.acceptsSuccess

Return Type: bool

acceptsSuccess() as bool
script.zs
// Mob.acceptsSuccess() as bool;
myMob.acceptsSuccess();

Return Type: bool

Getter
script.zs
// Mob.activeEffects as Collection<MobEffectInstance>
myMob.activeEffects

Return Type: Collection<MobEffectInstance>

activeEffects() as Collection<MobEffectInstance>
script.zs
// Mob.activeEffects() as Collection<MobEffectInstance>;
myMob.activeEffects();

Return Type: Collection<MobEffectInstance>

Getter
script.zs
// Mob.activeEFfectsMap as MobEffectInstance[MobEffect]
myMob.activeEFfectsMap

Return Type: MobEffectInstance[MobEffect]

activeEFfectsMap() as MobEffectInstance[MobEffect]
script.zs
// Mob.activeEFfectsMap() as MobEffectInstance[MobEffect];
myMob.activeEFfectsMap();

Return Type: MobEffectInstance[MobEffect]

addEffect(effectInstance as MobEffectInstance) as bool
script.zs
// Mob.addEffect(effectInstance as MobEffectInstance) as bool;
myMob.addEffect(myMobEffectInstance);

Parameters:

effectInstance Type: MobEffectInstance

Return Type: bool

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

Parameters:

effectInstance Type: MobEffectInstance
entity Type: Entity

Return Type: bool

addTag(tagName as string) as bool
script.zs
// Mob.addTag(tagName as string) as bool;
myMob.addTag(myString);

Parameters:

tagName Type: string

Return Type: bool

Getter
script.zs
// Mob.aggressive as bool
myMob.aggressive

Return Type: bool

Setter
script.zs
// Mob.aggressive = (value as bool);
myMob.aggressive = myBool;

Parameters:

value Type: bool
Getter
script.zs
// Mob.airSupply as int
myMob.airSupply

Return Type: int

airSupply() as int
script.zs
// Mob.airSupply() as int;
myMob.airSupply();

Return Type: int

Getter
script.zs
// Mob.allSlots as Iterable<ItemStack>
myMob.allSlots

Return Type: Iterable<ItemStack>

allSlots() as Iterable<ItemStack>
script.zs
// Mob.allSlots() as Iterable<ItemStack>;
myMob.allSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// Mob.alwaysAccepts as bool
myMob.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
script.zs
// Mob.alwaysAccepts() as bool;
myMob.alwaysAccepts();

Return Type: bool

Getter
script.zs
// Mob.ambientSoundInterval as int
myMob.ambientSoundInterval

Return Type: int

Getter
script.zs
// Mob.armorCoverPercentage as float
myMob.armorCoverPercentage

Return Type: float

armorCoverPercentage() as float
script.zs
// Mob.armorCoverPercentage() as float;
myMob.armorCoverPercentage();

Return Type: float

Getter
script.zs
// Mob.armorSlots as Iterable<ItemStack>
myMob.armorSlots

Return Type: Iterable<ItemStack>

armorSlots() as Iterable<ItemStack>
script.zs
// Mob.armorSlots() as Iterable<ItemStack>;
myMob.armorSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// Mob.armorValue as int
myMob.armorValue

Return Type: int

armorValue() as int
script.zs
// Mob.armorValue() as int;
myMob.armorValue();

Return Type: int

Getter
script.zs
// Mob.arrowCount as int
myMob.arrowCount

Return Type: int

arrowCount() as int
script.zs
// Mob.arrowCount() as int;
myMob.arrowCount();

Return Type: int

ate()
script.zs
// Mob.ate();
myMob.ate();
Getter
script.zs
// Mob.attackable as bool
myMob.attackable

Return Type: bool

attackable() as bool
script.zs
// Mob.attackable() as bool;
myMob.attackable();

Return Type: bool

Setter
script.zs
// Mob.baby = (value as bool);
myMob.baby = myBool;

Parameters:

value Type: bool
Getter
script.zs
// Mob.bbHeight as float
myMob.bbHeight

Return Type: float

bbHeight() as float
script.zs
// Mob.bbHeight() as float;
myMob.bbHeight();

Return Type: float

Getter
script.zs
// Mob.bbWidth as float
myMob.bbWidth

Return Type: float

bbWidth() as float
script.zs
// Mob.bbWidth() as float;
myMob.bbWidth();

Return Type: float

Getter
script.zs
// Mob.bedOrientation as Direction
myMob.bedOrientation

Return Type: Direction

bedOrientation() as Direction
script.zs
// Mob.bedOrientation() as Direction;
myMob.bedOrientation();

Return Type: Direction

Getter
script.zs
// Mob.blockPosiion as BlockPos
myMob.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
script.zs
// Mob.blockPosiion() as BlockPos;
myMob.blockPosiion();

Return Type: BlockPos

Getter
script.zs
// Mob.blockPosition as BlockPos
myMob.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
script.zs
// Mob.blockPosition() as BlockPos;
myMob.blockPosition();

Return Type: BlockPos

Getter
script.zs
// Mob.blockX as int
myMob.blockX

Return Type: int

blockX() as int
script.zs
// Mob.blockX() as int;
myMob.blockX();

Return Type: int

Getter
script.zs
// Mob.blockY as int
myMob.blockY

Return Type: int

blockY() as int
script.zs
// Mob.blockY() as int;
myMob.blockY();

Return Type: int

Getter
script.zs
// Mob.blockZ as int
myMob.blockZ

Return Type: int

blockZ() as int
script.zs
// Mob.blockZ() as int;
myMob.blockZ();

Return Type: int

Getter
script.zs
// Mob.boundingBox as AABB
myMob.boundingBox

Return Type: AABB

boundingBox() as AABB
script.zs
// Mob.boundingBox() as AABB;
myMob.boundingBox();

Return Type: AABB

Getter
script.zs
// Mob.boundingBoxForCulling as AABB
myMob.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
script.zs
// Mob.boundingBoxForCulling() as AABB;
myMob.boundingBoxForCulling();

Return Type: AABB

canAttack(target as LivingEntity) as bool
script.zs
// Mob.canAttack(target as LivingEntity) as bool;
myMob.canAttack(myLivingEntity);

Parameters:

target Type: LivingEntity

Return Type: bool

canBeAffected(effectInstance as MobEffectInstance) as bool
script.zs
// Mob.canBeAffected(effectInstance as MobEffectInstance) as bool;
myMob.canBeAffected(myMobEffectInstance);

Parameters:

effectInstance Type: MobEffectInstance

Return Type: bool

Getter
script.zs
// Mob.canBeCollidedWith as bool
myMob.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
script.zs
// Mob.canBeCollidedWith() as bool;
myMob.canBeCollidedWith();

Return Type: bool

canBeLeashed(leashHolder as Player) as bool
script.zs
// Mob.canBeLeashed(leashHolder as Player) as bool;
myMob.canBeLeashed(myPlayer);

Parameters:

leashHolder Type: Player

Return Type: bool

Getter
script.zs
// Mob.canBeSeenAsEnemy as bool
myMob.canBeSeenAsEnemy

Return Type: bool

canBeSeenAsEnemy() as bool
script.zs
// Mob.canBeSeenAsEnemy() as bool;
myMob.canBeSeenAsEnemy();

Return Type: bool

Getter
script.zs
// Mob.canBeSeenByAnyone as bool
myMob.canBeSeenByAnyone

Return Type: bool

canBeSeenByAnyone() as bool
script.zs
// Mob.canBeSeenByAnyone() as bool;
myMob.canBeSeenByAnyone();

Return Type: bool

Getter
script.zs
// Mob.canBreatheUnderwater as bool
myMob.canBreatheUnderwater

Return Type: bool

Getter
script.zs
// Mob.canBreatheUnderwater as bool
myMob.canBreatheUnderwater

Return Type: bool

canBreatheUnderwater() as bool
script.zs
// Mob.canBreatheUnderwater() as bool;
myMob.canBreatheUnderwater();

Return Type: bool

canBreatheUnderwater() as bool
script.zs
// Mob.canBreatheUnderwater() as bool;
myMob.canBreatheUnderwater();

Return Type: bool

canCollideWith(other as Entity) as bool
script.zs
// Mob.canCollideWith(other as Entity) as bool;
myMob.canCollideWith(myEntity);

Parameters:

other Type: Entity

Return Type: bool

canFireProjectileWeapon(weapon as ProjectileWeaponItem) as bool
script.zs
// Mob.canFireProjectileWeapon(weapon as ProjectileWeaponItem) as bool;
myMob.canFireProjectileWeapon(myProjectileWeaponItem);

Parameters:

Return Type: bool

Getter
script.zs
// Mob.canFreeze as bool
myMob.canFreeze

Return Type: bool

canFreeze() as bool
script.zs
// Mob.canFreeze() as bool;
myMob.canFreeze();

Return Type: bool

canHoldItem(stack as ItemStack) as bool
script.zs
// Mob.canHoldItem(stack as ItemStack) as bool;
myMob.canHoldItem(myItemStack);

Parameters:

stack Type: ItemStack

Return Type: bool

Getter
script.zs
// Mob.canPickUpLoot as bool
myMob.canPickUpLoot

Return Type: bool

Setter
script.zs
// Mob.canPickUpLoot = (value as bool);
myMob.canPickUpLoot = myBool;

Parameters:

value Type: bool
canReplaceEqualItem(toReplace as ItemStack, with as ItemStack) as bool
script.zs
// Mob.canReplaceEqualItem(toReplace as ItemStack, with as ItemStack) as bool;
myMob.canReplaceEqualItem(myItemStack, myItemStack);

Parameters:

toReplace Type: ItemStack
with Type: ItemStack

Return Type: bool

canStandOnFluid(fluid as Fluid) as bool
script.zs
// Mob.canStandOnFluid(fluid as Fluid) as bool;
myMob.canStandOnFluid(myFluid);

Parameters:

fluid Type: Fluid

Return Type: bool

canTakeItem(stack as ItemStack) as bool
script.zs
// Mob.canTakeItem(stack as ItemStack) as bool;
myMob.canTakeItem(myItemStack);

Parameters:

stack Type: ItemStack

Return Type: bool

checkSpawnObstruction(level as LevelReader) as bool
script.zs
// Mob.checkSpawnObstruction(level as LevelReader) as bool;
myMob.checkSpawnObstruction(myLevelReader);

Parameters:

level Type: LevelReader

Return Type: bool

checkSpawnRules(level as LevelAccessor, spawnType as MobSpawnType) as bool
script.zs
// Mob.checkSpawnRules(level as LevelAccessor, spawnType as MobSpawnType) as bool;
myMob.checkSpawnRules(myLevelAccessor, myMobSpawnType);

Parameters:

spawnType Type: MobSpawnType

Return Type: bool

clearFire()
script.zs
// Mob.clearFire();
myMob.clearFire();
clearRestriction()
script.zs
// Mob.clearRestriction();
myMob.clearRestriction();
clearSleepingPos()
script.zs
// Mob.clearSleepingPos();
myMob.clearSleepingPos();
closerThan(other as Entity, distance as double) as bool
script.zs
// Mob.closerThan(other as Entity, distance as double) as bool;
myMob.closerThan(myEntity, myDouble);

Parameters:

other Type: Entity
distance Type: double

Return Type: bool

Getter
script.zs
// Mob.commandSenderWorld as Level
myMob.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
script.zs
// Mob.commandSenderWorld() as Level;
myMob.commandSenderWorld();

Return Type: Level

Getter
script.zs
// Mob.controllingPassenger as Entity
myMob.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
script.zs
// Mob.controllingPassenger() as Entity;
myMob.controllingPassenger();

Return Type: Entity

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

Return Type: MapData

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

Returns: The custom data for this Entity.

script.zs
// Mob.customData() as MapData;
myMob.customData();

Return Type: MapData

Getter
script.zs
// Mob.customName as Component
myMob.customName

Return Type: Component

Getter
script.zs
// Mob.customName as Component
myMob.customName

Return Type: Component

customName() as Component
script.zs
// Mob.customName() as Component;
myMob.customName();

Return Type: Component

customName() as Component
script.zs
// Mob.customName() as Component;
myMob.customName();

Return Type: Component

Getter
script.zs
// Mob.dampensVibrations as bool
myMob.dampensVibrations

Return Type: bool

dampensVibrations() as bool
script.zs
// Mob.dampensVibrations() as bool;
myMob.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// Mob.data as MapData
myMob.data

Return Type: MapData

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

Returns: The NBT data of this Entity.

script.zs
// Mob.data() as MapData;
myMob.data();

Return Type: MapData

Getter
script.zs
// Mob.deltaMovement as Vec3
myMob.deltaMovement

Return Type: Vec3

Setter
script.zs
// Mob.deltaMovement = (deltaMovement as Vec3);
myMob.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3
deltaMovement() as Vec3
script.zs
// Mob.deltaMovement() as Vec3;
myMob.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
script.zs
// Mob.deltaMovement(deltaMovement as Vec3);
myMob.deltaMovement(myVec3);

Parameters:

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

Parameters:

source Type: DamageSource
Getter
script.zs
// Mob.dimensionChangingDelay as int
myMob.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
script.zs
// Mob.dimensionChangingDelay() as int;
myMob.dimensionChangingDelay();

Return Type: int

Getter
script.zs
// Mob.direction as Direction
myMob.direction

Return Type: Direction

direction() as Direction
script.zs
// Mob.direction() as Direction;
myMob.direction();

Return Type: Direction

discard()
script.zs
// Mob.discard();
myMob.discard();
Getter
script.zs
// Mob.dismountsUnderwater as bool
myMob.dismountsUnderwater

Return Type: bool

Getter
script.zs
// Mob.displayName as Component
myMob.displayName

Return Type: Component

Getter
script.zs
// Mob.displayName as Component
myMob.displayName

Return Type: Component

displayName() as Component
script.zs
// Mob.displayName() as Component;
myMob.displayName();

Return Type: Component

displayName() as Component
script.zs
// Mob.displayName() as Component;
myMob.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
script.zs
// Mob.distanceTo(entity as Entity) as float;
myMob.distanceTo(myEntity);

Parameters:

entity Type: Entity

Return Type: float

distanceToSqr(x as double, y as double, z as double) as double
script.zs
// Mob.distanceToSqr(x as double, y as double, z as double) as double;
myMob.distanceToSqr(myDouble, myDouble, myDouble);

Parameters:

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

Return Type: double

distanceToSqr(entity as Entity) as double
script.zs
// Mob.distanceToSqr(entity as Entity) as double;
myMob.distanceToSqr(myEntity);

Parameters:

entity Type: Entity

Return Type: double

distanceToSqr(vec as Vec3) as double
script.zs
// Mob.distanceToSqr(vec as Vec3) as double;
myMob.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3

Return Type: double

doHurtTarget(entity as Entity) as bool
script.zs
// Mob.doHurtTarget(entity as Entity) as bool;
myMob.doHurtTarget(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

dropLeash(broadcastPacket as bool, dropLeash as bool)
script.zs
// Mob.dropLeash(broadcastPacket as bool, dropLeash as bool);
myMob.dropLeash(myBool, myBool);

Parameters:

broadcastPacket Type: bool
dropLeash Type: bool
eat(level as Level, stack as ItemStack) as ItemStack
script.zs
// Mob.eat(level as Level, stack as ItemStack) as ItemStack;
myMob.eat(myLevel, myItemStack);

Parameters:

level Type: Level
stack Type: ItemStack

Return Type: ItemStack

ejectPassengers()
script.zs
// Mob.ejectPassengers();
myMob.ejectPassengers();
equipItemIfPossible(stack as ItemStack) as ItemStack
script.zs
// Mob.equipItemIfPossible(stack as ItemStack) as ItemStack;
myMob.equipItemIfPossible(myItemStack);

Parameters:

stack Type: ItemStack

Return Type: ItemStack

Getter
script.zs
// Mob.eyeHeight as float
myMob.eyeHeight

Return Type: float

eyeHeight() as float
script.zs
// Mob.eyeHeight() as float;
myMob.eyeHeight();

Return Type: float

Getter
script.zs
// Mob.eyePosition as Vec3
myMob.eyePosition

Return Type: Vec3

eyePosition() as Vec3
script.zs
// Mob.eyePosition() as Vec3;
myMob.eyePosition();

Return Type: Vec3

Getter
script.zs
// Mob.eyeY as double
myMob.eyeY

Return Type: double

eyeY() as double
script.zs
// Mob.eyeY() as double;
myMob.eyeY();

Return Type: double

Getter
script.zs
// Mob.fallFlyingTicks as int
myMob.fallFlyingTicks

Return Type: int

fallFlyingTicks() as int
script.zs
// Mob.fallFlyingTicks() as int;
myMob.fallFlyingTicks();

Return Type: int

Getter
script.zs
// Mob.feetBlockState as BlockState
myMob.feetBlockState

Return Type: BlockState

feetBlockState() as BlockState
script.zs
// Mob.feetBlockState() as BlockState;
myMob.feetBlockState();

Return Type: BlockState

Getter
script.zs
// Mob.fireImmune as bool
myMob.fireImmune

Return Type: bool

fireImmune() as bool
script.zs
// Mob.fireImmune() as bool;
myMob.fireImmune();

Return Type: bool

Getter
script.zs
// Mob.firstPassenger as Entity
myMob.firstPassenger

Return Type: Entity

firstPassenger() as Entity
script.zs
// Mob.firstPassenger() as Entity;
myMob.firstPassenger();

Return Type: Entity

Getter
script.zs
// Mob.fluidJumpThreshold as double
myMob.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
script.zs
// Mob.fluidJumpThreshold() as double;
myMob.fluidJumpThreshold();

Return Type: double

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

Parameters:

effectInstance Type: MobEffectInstance
entity Type: Entity
Getter
script.zs
// Mob.forward as Vec3
myMob.forward

Return Type: Vec3

forward() as Vec3
script.zs
// Mob.forward() as Vec3;
myMob.forward();

Return Type: Vec3

getAttachmentData(type as AttachmentType<T>) as T
script.zs
// Mob.getAttachmentData<T>(type as AttachmentType<T>) as T;
myMob.getAttachmentData<T>(myAttachmentType);

Parameters:

type Type: AttachmentType<T>

Return Type: T

getAttachmentData(type as Supplier<AttachmentType<T>>) as T
script.zs
// Mob.getAttachmentData<T>(type as Supplier<AttachmentType<T>>) as T;
myMob.getAttachmentData<T>(mySupplier);

Parameters:

type Type: Supplier<AttachmentType<T>>

Return Type: T

getAttribute(attribute as Attribute) as AttributeInstance
script.zs
// Mob.getAttribute(attribute as Attribute) as AttributeInstance;
myMob.getAttribute(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: AttributeInstance

getAttributeBaseValue(attribute as Attribute) as double
script.zs
// Mob.getAttributeBaseValue(attribute as Attribute) as double;
myMob.getAttributeBaseValue(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: double

getAttributeValue(attribute as Attribute) as double
script.zs
// Mob.getAttributeValue(attribute as Attribute) as double;
myMob.getAttributeValue(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: double

getEffect(effect as MobEffect) as MobEffectInstance
script.zs
// Mob.getEffect(effect as MobEffect) as MobEffectInstance;
myMob.getEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: MobEffectInstance

getEyePosition(partialTicks as float) as Vec3
script.zs
// Mob.getEyePosition(partialTicks as float) as Vec3;
myMob.getEyePosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getItemBySlot(slot as EquipmentSlot) as ItemStack
script.zs
// Mob.getItemBySlot(slot as EquipmentSlot) as ItemStack;
myMob.getItemBySlot(myEquipmentSlot);

Parameters:

Return Type: ItemStack

getItemInHand(hand as InteractionHand) as ItemStack
script.zs
// Mob.getItemInHand(hand as InteractionHand) as ItemStack;
myMob.getItemInHand(myInteractionHand);

Parameters:

Return Type: ItemStack

getPosition(partialTicks as float) as Vec3
script.zs
// Mob.getPosition(partialTicks as float) as Vec3;
myMob.getPosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

Getter
script.zs
// Mob.getRestrictCenter as BlockPos
myMob.getRestrictCenter

Return Type: BlockPos

Getter
script.zs
// Mob.getRestrictCenter as Entity
myMob.getRestrictCenter

Return Type: Entity

Getter
script.zs
// Mob.getRestrictRadius as float
myMob.getRestrictRadius

Return Type: float

getSwimAmount(partialTicks as float) as float
script.zs
// Mob.getSwimAmount(partialTicks as float) as float;
myMob.getSwimAmount(myFloat);

Parameters:

partialTicks Type: float

Return Type: float

getUpVector(partialTicks as float) as Vec3
script.zs
// Mob.getUpVector(partialTicks as float) as Vec3;
myMob.getUpVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
script.zs
// Mob.getViewVector(partialTicks as float) as Vec3;
myMob.getViewVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getVisibilityPercent(lookingEntity as Entity) as double
script.zs
// Mob.getVisibilityPercent(lookingEntity as Entity) as double;
myMob.getVisibilityPercent(myEntity);

Parameters:

lookingEntity Type: Entity

Return Type: double

getX(scale as double) as double
script.zs
// Mob.getX(scale as double) as double;
myMob.getX(myDouble);

Parameters:

scale Type: double

Return Type: double

getY(scale as double) as double
script.zs
// Mob.getY(scale as double) as double;
myMob.getY(myDouble);

Parameters:

scale Type: double

Return Type: double

getZ(scale as double) as double
script.zs
// Mob.getZ(scale as double) as double;
myMob.getZ(myDouble);

Parameters:

scale Type: double

Return Type: double

Getter
script.zs
// Mob.handSlots as Iterable<ItemStack>
myMob.handSlots

Return Type: Iterable<ItemStack>

handSlots() as Iterable<ItemStack>
script.zs
// Mob.handSlots() as Iterable<ItemStack>;
myMob.handSlots();

Return Type: Iterable<ItemStack>

hasAttachmentData(type as AttachmentType<T>) as bool
script.zs
// Mob.hasAttachmentData<T>(type as AttachmentType<T>) as bool;
myMob.hasAttachmentData<T>(myAttachmentType);

Parameters:

type Type: AttachmentType<T>

Return Type: bool

hasAttachmentData(type as Supplier<AttachmentType<T>>) as bool
script.zs
// Mob.hasAttachmentData<T>(type as Supplier<AttachmentType<T>>) as bool;
myMob.hasAttachmentData<T>(mySupplier);

Parameters:

type Type: Supplier<AttachmentType<T>>

Return Type: bool

Getter
script.zs
// Mob.hasCustomName as bool
myMob.hasCustomName

Return Type: bool

Getter
script.zs
// Mob.hasCustomName as bool
myMob.hasCustomName

Return Type: bool

hasCustomName() as bool
script.zs
// Mob.hasCustomName() as bool;
myMob.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// Mob.hasCustomName() as bool;
myMob.hasCustomName();

Return Type: bool

hasEffect(effect as MobEffect) as bool
script.zs
// Mob.hasEffect(effect as MobEffect) as bool;
myMob.hasEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: bool

Getter
script.zs
// Mob.hasExactlyOnePlayerPassenger as bool
myMob.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
script.zs
// Mob.hasExactlyOnePlayerPassenger() as bool;
myMob.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
script.zs
// Mob.hasGlowingTag as bool
myMob.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
script.zs
// Mob.hasGlowingTag() as bool;
myMob.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
script.zs
// Mob.hasIndirectPassenger(entity as Entity) as bool;
myMob.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasItemInSlot(slot as EquipmentSlot) as bool
script.zs
// Mob.hasItemInSlot(slot as EquipmentSlot) as bool;
myMob.hasItemInSlot(myEquipmentSlot);

Parameters:

Return Type: bool

hasLineOfSight(entity as Entity) as bool
script.zs
// Mob.hasLineOfSight(entity as Entity) as bool;
myMob.hasLineOfSight(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(entity as Entity) as bool
script.zs
// Mob.hasPassenger(entity as Entity) as bool;
myMob.hasPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as bool
script.zs
// Mob.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myMob.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool

Return Type: bool

Getter
script.zs
// Mob.hasRestriction as bool
myMob.hasRestriction

Return Type: bool

heal(amount as float)
script.zs
// Mob.heal(amount as float);
myMob.heal(myFloat);

Parameters:

amount Type: float
Getter
script.zs
// Mob.health as float
myMob.health

Return Type: float

health() as float
script.zs
// Mob.health() as float;
myMob.health();

Return Type: float

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

Parameters:

source Type: DamageSource
amount Type: float

Return Type: bool

Getter
script.zs
// Mob.id as int
myMob.id

Return Type: int

id() as int
script.zs
// Mob.id() as int;
myMob.id();

Return Type: int

Getter
script.zs
// Mob.isAffectedByPotions as bool
myMob.isAffectedByPotions

Return Type: bool

isAffectedByPotions() as bool
script.zs
// Mob.isAffectedByPotions() as bool;
myMob.isAffectedByPotions();

Return Type: bool

Getter
script.zs
// Mob.isAlive as bool
myMob.isAlive

Return Type: bool

isAlive() as bool
script.zs
// Mob.isAlive() as bool;
myMob.isAlive();

Return Type: bool

Getter
script.zs
// Mob.isAlwaysTicking as bool
myMob.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
script.zs
// Mob.isAlwaysTicking() as bool;
myMob.isAlwaysTicking();

Return Type: bool

Getter
script.zs
// Mob.isAttackable as bool
myMob.isAttackable

Return Type: bool

isAttackable() as bool
script.zs
// Mob.isAttackable() as bool;
myMob.isAttackable();

Return Type: bool

Getter
script.zs
// Mob.isAutoSpinAttack as bool
myMob.isAutoSpinAttack

Return Type: bool

isAutoSpinAttack() as bool
script.zs
// Mob.isAutoSpinAttack() as bool;
myMob.isAutoSpinAttack();

Return Type: bool

Getter
script.zs
// Mob.isBaby as bool
myMob.isBaby

Return Type: bool

isBaby() as bool
script.zs
// Mob.isBaby() as bool;
myMob.isBaby();

Return Type: bool

Getter
script.zs
// Mob.isBlocking as bool
myMob.isBlocking

Return Type: bool

isBlocking() as bool
script.zs
// Mob.isBlocking() as bool;
myMob.isBlocking();

Return Type: bool

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

Parameters:

pos Type: BlockPos
state Type: BlockState

Return Type: bool

Getter
script.zs
// Mob.isCrouching as bool
myMob.isCrouching

Return Type: bool

isCrouching() as bool
script.zs
// Mob.isCrouching() as bool;
myMob.isCrouching();

Return Type: bool

Getter
script.zs
// Mob.isCurrentlyGlowing as bool
myMob.isCurrentlyGlowing

Return Type: bool

Getter
script.zs
// Mob.isCurrentlyGlowing as bool
myMob.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// Mob.isCurrentlyGlowing() as bool;
myMob.isCurrentlyGlowing();

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// Mob.isCurrentlyGlowing() as bool;
myMob.isCurrentlyGlowing();

Return Type: bool

Getter
script.zs
// Mob.isCustomNameVisible as bool
myMob.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
script.zs
// Mob.isCustomNameVisible() as bool;
myMob.isCustomNameVisible();

Return Type: bool

isDamageSourceBlocked(source as DamageSource) as bool
script.zs
// Mob.isDamageSourceBlocked(source as DamageSource) as bool;
myMob.isDamageSourceBlocked(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// Mob.isDeadOrDying as bool
myMob.isDeadOrDying

Return Type: bool

isDeadOrDying() as bool
script.zs
// Mob.isDeadOrDying() as bool;
myMob.isDeadOrDying();

Return Type: bool

Getter
script.zs
// Mob.isDescending as bool
myMob.isDescending

Return Type: bool

isDescending() as bool
script.zs
// Mob.isDescending() as bool;
myMob.isDescending();

Return Type: bool

Getter
script.zs
// Mob.isDiscrete as bool
myMob.isDiscrete

Return Type: bool

isDiscrete() as bool
script.zs
// Mob.isDiscrete() as bool;
myMob.isDiscrete();

Return Type: bool

Getter
script.zs
// Mob.isFallFlying as bool
myMob.isFallFlying

Return Type: bool

isFallFlying() as bool
script.zs
// Mob.isFallFlying() as bool;
myMob.isFallFlying();

Return Type: bool

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

Parameters:

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

Return Type: bool

Getter
script.zs
// Mob.isFullyFrozen as bool
myMob.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
script.zs
// Mob.isFullyFrozen() as bool;
myMob.isFullyFrozen();

Return Type: bool

isHolding(item as Item) as bool
script.zs
// Mob.isHolding(item as Item) as bool;
myMob.isHolding(myItem);

Parameters:

Return Type: bool

isHolding(predicate as function(t as ItemStack) as bool) as bool
script.zs
// Mob.isHolding(predicate as function(t as ItemStack) as bool) as bool;
myMob.isHolding(myPredicate);

Parameters:

predicate Type: function(t as ItemStack) as bool

Return Type: bool

Getter
script.zs
// Mob.isInLava as bool
myMob.isInLava

Return Type: bool

isInLava() as bool
script.zs
// Mob.isInLava() as bool;
myMob.isInLava();

Return Type: bool

Getter
script.zs
// Mob.isInvertedHealAndHarm as bool
myMob.isInvertedHealAndHarm

Return Type: bool

isInvertedHealAndHarm() as bool
script.zs
// Mob.isInvertedHealAndHarm() as bool;
myMob.isInvertedHealAndHarm();

Return Type: bool

Getter
script.zs
// Mob.isInvisible as bool
myMob.isInvisible

Return Type: bool

isInvisible() as bool
script.zs
// Mob.isInvisible() as bool;
myMob.isInvisible();

Return Type: bool

isInvisibleTo(player as Player) as bool
script.zs
// Mob.isInvisibleTo(player as Player) as bool;
myMob.isInvisibleTo(myPlayer);

Parameters:

player Type: Player

Return Type: bool

Getter
script.zs
// Mob.isInvulnerable as bool
myMob.isInvulnerable

Return Type: bool

isInvulnerable() as bool
script.zs
// Mob.isInvulnerable() as bool;
myMob.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
script.zs
// Mob.isInvulnerableTo(source as DamageSource) as bool;
myMob.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// Mob.isInWall as bool
myMob.isInWall

Return Type: bool

isInWall() as bool
script.zs
// Mob.isInWall() as bool;
myMob.isInWall();

Return Type: bool

Getter
script.zs
// Mob.isInWater as bool
myMob.isInWater

Return Type: bool

isInWater() as bool
script.zs
// Mob.isInWater() as bool;
myMob.isInWater();

Return Type: bool

Getter
script.zs
// Mob.isInWaterOrBubble as bool
myMob.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
script.zs
// Mob.isInWaterOrBubble() as bool;
myMob.isInWaterOrBubble();

Return Type: bool

Getter
script.zs
// Mob.isInWaterOrRain as bool
myMob.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
script.zs
// Mob.isInWaterOrRain() as bool;
myMob.isInWaterOrRain();

Return Type: bool

Getter
script.zs
// Mob.isInWaterRainOrBubble as bool
myMob.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as bool
script.zs
// Mob.isInWaterRainOrBubble() as bool;
myMob.isInWaterRainOrBubble();

Return Type: bool

isMaxGroupSizeReached(size as int) as bool
script.zs
// Mob.isMaxGroupSizeReached(size as int) as bool;
myMob.isMaxGroupSizeReached(myInt);

Parameters:

size Type: int

Return Type: bool

Getter
script.zs
// Mob.isNoGravity as bool
myMob.isNoGravity

Return Type: bool

isNoGravity() as bool
script.zs
// Mob.isNoGravity() as bool;
myMob.isNoGravity();

Return Type: bool

Getter
script.zs
// Mob.isOnFire as bool
myMob.isOnFire

Return Type: bool

isOnFire() as bool
script.zs
// Mob.isOnFire() as bool;
myMob.isOnFire();

Return Type: bool

Getter
script.zs
// Mob.isOnPortalCooldown as bool
myMob.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
script.zs
// Mob.isOnPortalCooldown() as bool;
myMob.isOnPortalCooldown();

Return Type: bool

Getter
script.zs
// Mob.isPassenger as bool
myMob.isPassenger

Return Type: bool

isPassenger() as bool
script.zs
// Mob.isPassenger() as bool;
myMob.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
script.zs
// Mob.isPassengerOfSameVehicle(entity as Entity) as bool;
myMob.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

Getter
script.zs
// Mob.isPersistenceRequired as bool
myMob.isPersistenceRequired

Return Type: bool

Getter
script.zs
// Mob.isPickable as bool
myMob.isPickable

Return Type: bool

isPickable() as bool
script.zs
// Mob.isPickable() as bool;
myMob.isPickable();

Return Type: bool

Getter
script.zs
// Mob.isPushable as bool
myMob.isPushable

Return Type: bool

isPushable() as bool
script.zs
// Mob.isPushable() as bool;
myMob.isPushable();

Return Type: bool

Getter
script.zs
// Mob.isPushedByFluid as bool
myMob.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
script.zs
// Mob.isPushedByFluid() as bool;
myMob.isPushedByFluid();

Return Type: bool

Getter
script.zs
// Mob.isRemoved as bool
myMob.isRemoved

Return Type: bool

isRemoved() as bool
script.zs
// Mob.isRemoved() as bool;
myMob.isRemoved();

Return Type: bool

Getter
script.zs
// Mob.isSensitiveToWater as bool
myMob.isSensitiveToWater

Return Type: bool

isSensitiveToWater() as bool
script.zs
// Mob.isSensitiveToWater() as bool;
myMob.isSensitiveToWater();

Return Type: bool

Getter
script.zs
// Mob.isShiftKeyDown as bool
myMob.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
script.zs
// Mob.isShiftKeyDown() as bool;
myMob.isShiftKeyDown();

Return Type: bool

Getter
script.zs
// Mob.isSilent as bool
myMob.isSilent

Return Type: bool

isSilent() as bool
script.zs
// Mob.isSilent() as bool;
myMob.isSilent();

Return Type: bool

Getter
script.zs
// Mob.isSleeping as bool
myMob.isSleeping

Return Type: bool

isSleeping() as bool
script.zs
// Mob.isSleeping() as bool;
myMob.isSleeping();

Return Type: bool

Getter
script.zs
// Mob.isSpectator as bool
myMob.isSpectator

Return Type: bool

isSpectator() as bool
script.zs
// Mob.isSpectator() as bool;
myMob.isSpectator();

Return Type: bool

Getter
script.zs
// Mob.isSprinting as bool
myMob.isSprinting

Return Type: bool

isSprinting() as bool
script.zs
// Mob.isSprinting() as bool;
myMob.isSprinting();

Return Type: bool

Getter
script.zs
// Mob.isSteppingCarefully as bool
myMob.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
script.zs
// Mob.isSteppingCarefully() as bool;
myMob.isSteppingCarefully();

Return Type: bool

Getter
script.zs
// Mob.isSuppressingBounce as bool
myMob.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
script.zs
// Mob.isSuppressingBounce() as bool;
myMob.isSuppressingBounce();

Return Type: bool

Getter
script.zs
// Mob.isSuppressingSlidingDownLadder as bool
myMob.isSuppressingSlidingDownLadder

Return Type: bool

isSuppressingSlidingDownLadder() as bool
script.zs
// Mob.isSuppressingSlidingDownLadder() as bool;
myMob.isSuppressingSlidingDownLadder();

Return Type: bool

Getter
script.zs
// Mob.isSwimming as bool
myMob.isSwimming

Return Type: bool

isSwimming() as bool
script.zs
// Mob.isSwimming() as bool;
myMob.isSwimming();

Return Type: bool

Getter
script.zs
// Mob.isUnderWater as bool
myMob.isUnderWater

Return Type: bool

isUnderWater() as bool
script.zs
// Mob.isUnderWater() as bool;
myMob.isUnderWater();

Return Type: bool

Getter
script.zs
// Mob.isUsingItem as bool
myMob.isUsingItem

Return Type: bool

isUsingItem() as bool
script.zs
// Mob.isUsingItem() as bool;
myMob.isUsingItem();

Return Type: bool

Getter
script.zs
// Mob.isVehicle as bool
myMob.isVehicle

Return Type: bool

isVehicle() as bool
script.zs
// Mob.isVehicle() as bool;
myMob.isVehicle();

Return Type: bool

Getter
script.zs
// Mob.isVisuallyCrawling as bool
myMob.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
script.zs
// Mob.isVisuallyCrawling() as bool;
myMob.isVisuallyCrawling();

Return Type: bool

Getter
script.zs
// Mob.isVisuallySwimming as bool
myMob.isVisuallySwimming

Return Type: bool

Getter
script.zs
// Mob.isVisuallySwimming as bool
myMob.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
script.zs
// Mob.isVisuallySwimming() as bool;
myMob.isVisuallySwimming();

Return Type: bool

isVisuallySwimming() as bool
script.zs
// Mob.isVisuallySwimming() as bool;
myMob.isVisuallySwimming();

Return Type: bool

isWithinMeleeAttackRange(entity as LivingEntity) as bool
script.zs
// Mob.isWithinMeleeAttackRange(entity as LivingEntity) as bool;
myMob.isWithinMeleeAttackRange(myLivingEntity);

Parameters:

entity Type: LivingEntity

Return Type: bool

Getter
script.zs
// Mob.isWithinRestriction as bool
myMob.isWithinRestriction

Return Type: bool

isWithinRestriction(position as BlockPos) as bool
script.zs
// Mob.isWithinRestriction(position as BlockPos) as bool;
myMob.isWithinRestriction(myBlockPos);

Parameters:

position Type: BlockPos

Return Type: bool

Getter
script.zs
// Mob.jumpBoostPower as double
myMob.jumpBoostPower

Return Type: double

jumpBoostPower() as double
script.zs
// Mob.jumpBoostPower() as double;
myMob.jumpBoostPower();

Return Type: double

kill()
script.zs
// Mob.kill();
myMob.kill();
Getter
script.zs
// Mob.killCredit as LivingEntity
myMob.killCredit

Return Type: LivingEntity

killCredit() as LivingEntity
script.zs
// Mob.killCredit() as LivingEntity;
myMob.killCredit();

Return Type: LivingEntity

knockback(x as double, y as double, z as double)
script.zs
// Mob.knockback(x as double, y as double, z as double);
myMob.knockback(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// Mob.lastClimbablePos as BlockPos
myMob.lastClimbablePos

Return Type: BlockPos

lastClimbablePos() as BlockPos
script.zs
// Mob.lastClimbablePos() as BlockPos;
myMob.lastClimbablePos();

Return Type: BlockPos

Getter
script.zs
// Mob.lastDamageSource as DamageSource
myMob.lastDamageSource

Return Type: DamageSource

lastDamageSource() as DamageSource
script.zs
// Mob.lastDamageSource() as DamageSource;
myMob.lastDamageSource();

Return Type: DamageSource

Getter
script.zs
// Mob.lastHurtByMob as LivingEntity
myMob.lastHurtByMob

Return Type: LivingEntity

lastHurtByMob() as LivingEntity
script.zs
// Mob.lastHurtByMob() as LivingEntity;
myMob.lastHurtByMob();

Return Type: LivingEntity

Getter
script.zs
// Mob.lastHurtByMobTimestamp as int
myMob.lastHurtByMobTimestamp

Return Type: int

lastHurtByMobTimestamp() as int
script.zs
// Mob.lastHurtByMobTimestamp() as int;
myMob.lastHurtByMobTimestamp();

Return Type: int

Getter
script.zs
// Mob.lastHurtMob as LivingEntity
myMob.lastHurtMob

Return Type: LivingEntity

lastHurtMob() as LivingEntity
script.zs
// Mob.lastHurtMob() as LivingEntity;
myMob.lastHurtMob();

Return Type: LivingEntity

Getter
script.zs
// Mob.lastHurtMobTimestamp as int
myMob.lastHurtMobTimestamp

Return Type: int

lastHurtMobTimestamp() as int
script.zs
// Mob.lastHurtMobTimestamp() as int;
myMob.lastHurtMobTimestamp();

Return Type: int

lavaHurt()
script.zs
// Mob.lavaHurt();
myMob.lavaHurt();
Getter
script.zs
// Mob.leashed as bool
myMob.leashed

Return Type: bool

Getter
script.zs
// Mob.leftHanded as bool
myMob.leftHanded

Return Type: bool

Setter
script.zs
// Mob.leftHanded = (value as bool);
myMob.leftHanded = myBool;

Parameters:

value Type: bool
Getter
script.zs
// Mob.level as Level
myMob.level

Return Type: Level

Getter
script.zs
// Mob.lookAngle as Vec3
myMob.lookAngle

Return Type: Vec3

lookAngle() as Vec3
script.zs
// Mob.lookAngle() as Vec3;
myMob.lookAngle();

Return Type: Vec3

lookAt(entity as Entity, maxXRotIncrease as float, maxYRotIncrease as float)
script.zs
// Mob.lookAt(entity as Entity, maxXRotIncrease as float, maxYRotIncrease as float);
myMob.lookAt(myEntity, myFloat, myFloat);

Parameters:

entity Type: Entity
maxXRotIncrease Type: float
maxYRotIncrease Type: float
Getter
script.zs
// Mob.lootTable as ResourceLocation
myMob.lootTable

Return Type: ResourceLocation

lootTable() as ResourceLocation
script.zs
// Mob.lootTable() as ResourceLocation;
myMob.lootTable();

Return Type: ResourceLocation

Getter
Gets the seed used when generating loot from this entity.
script.zs
// Mob.lootTableSeed as long
myMob.lootTableSeed

Return Type: long

Getter
script.zs
// Mob.mainArm as HumanoidArm
myMob.mainArm

Return Type: HumanoidArm

mainArm() as HumanoidArm
script.zs
// Mob.mainArm() as HumanoidArm;
myMob.mainArm();

Return Type: HumanoidArm

Getter
script.zs
// Mob.mainHandItem as ItemStack
myMob.mainHandItem

Return Type: ItemStack

mainHandItem() as ItemStack
script.zs
// Mob.mainHandItem() as ItemStack;
myMob.mainHandItem();

Return Type: ItemStack

Getter
script.zs
// Mob.maxAirSupply as int
myMob.maxAirSupply

Return Type: int

maxAirSupply() as int
script.zs
// Mob.maxAirSupply() as int;
myMob.maxAirSupply();

Return Type: int

Getter
script.zs
// Mob.maxFallDistance as int
myMob.maxFallDistance

Return Type: int

maxFallDistance() as int
script.zs
// Mob.maxFallDistance() as int;
myMob.maxFallDistance();

Return Type: int

Getter
script.zs
// Mob.maxHeadRotSpeed as int
myMob.maxHeadRotSpeed

Return Type: int

Getter
script.zs
// Mob.maxHeadXRot as int
myMob.maxHeadXRot

Return Type: int

Getter
script.zs
// Mob.maxHeadYRot as int
myMob.maxHeadYRot

Return Type: int

Getter
script.zs
// Mob.maxHealth as float
myMob.maxHealth

Return Type: float

maxHealth() as float
script.zs
// Mob.maxHealth() as float;
myMob.maxHealth();

Return Type: float

Getter
script.zs
// Mob.maxSpawnClusterSize as int
myMob.maxSpawnClusterSize

Return Type: int

Getter
script.zs
// Mob.mobType as MobType
myMob.mobType

Return Type: MobType

mobType() as MobType
script.zs
// Mob.mobType() as MobType;
myMob.mobType();

Return Type: MobType

Getter
script.zs
// Mob.motionDirection as Direction
myMob.motionDirection

Return Type: Direction

motionDirection() as Direction
script.zs
// Mob.motionDirection() as Direction;
myMob.motionDirection();

Return Type: Direction

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

Parameters:

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

Parameters:

vec Type: Vec3
moveTo(x as double, y as double, z as double)
script.zs
// Mob.moveTo(x as double, y as double, z as double);
myMob.moveTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
moveTo(pos as BlockPos, yaw as float, pitch as float)
script.zs
// Mob.moveTo(pos as BlockPos, yaw as float, pitch as float);
myMob.moveTo(myBlockPos, myFloat, myFloat);

Parameters:

pos Type: BlockPos
yaw Type: float
pitch Type: float
moveTo(x as double, y as double, z as double, yaw as float, pitch as float)
script.zs
// 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 Type: double
y Type: double
z Type: double
yaw Type: float
pitch Type: float
Getter
script.zs
// Mob.name as Component
myMob.name

Return Type: Component

Getter
script.zs
// Mob.name as Component
myMob.name

Return Type: Component

name() as Component
script.zs
// Mob.name() as Component;
myMob.name();

Return Type: Component

name() as Component
script.zs
// Mob.name() as Component;
myMob.name();

Return Type: Component

Getter
script.zs
// Mob.noActionTime as int
myMob.noActionTime

Return Type: int

noActionTime() as int
script.zs
// Mob.noActionTime() as int;
myMob.noActionTime();

Return Type: int

Getter
script.zs
// Mob.noAi as bool
myMob.noAi

Return Type: bool

Setter
script.zs
// Mob.noAi = (value as bool);
myMob.noAi = myBool;

Parameters:

value Type: bool
Getter
script.zs
// Mob.offHandItem as ItemStack
myMob.offHandItem

Return Type: ItemStack

offHandItem() as ItemStack
script.zs
// Mob.offHandItem() as ItemStack;
myMob.offHandItem();

Return Type: ItemStack

Getter
script.zs
// Mob.onGround as bool
myMob.onGround

Return Type: bool

Getter
script.zs
// Mob.onPos as BlockPos
myMob.onPos

Return Type: BlockPos

onPos() as BlockPos
script.zs
// Mob.onPos() as BlockPos;
myMob.onPos();

Return Type: BlockPos

Getter
script.zs
// Mob.passengers as List<Entity>
myMob.passengers

Return Type: List<Entity>

passengers() as List<Entity>
script.zs
// Mob.passengers() as List<Entity>;
myMob.passengers();

Return Type: List<Entity>

Getter
script.zs
// Mob.percentFrozen as float
myMob.percentFrozen

Return Type: float

percentFrozen() as float
script.zs
// Mob.percentFrozen() as float;
myMob.percentFrozen();

Return Type: float

Getter
script.zs
// Mob.pistonPushReaction as PushReaction
myMob.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
script.zs
// Mob.pistonPushReaction() as PushReaction;
myMob.pistonPushReaction();

Return Type: PushReaction

playAmbientSound()
script.zs
// Mob.playAmbientSound();
myMob.playAmbientSound();
playSound(sound as SoundEvent, volume as float, pitch as float)
script.zs
// Mob.playSound(sound as SoundEvent, volume as float, pitch as float);
myMob.playSound(mySoundEvent, myFloat, myFloat);

Parameters:

sound Type: SoundEvent
volume Type: float
pitch Type: float
Getter
script.zs
// Mob.portalWaitTime as int
myMob.portalWaitTime

Return Type: int

portalWaitTime() as int
script.zs
// Mob.portalWaitTime() as int;
myMob.portalWaitTime();

Return Type: int

Getter
script.zs
// Mob.position as Vec3
myMob.position

Return Type: Vec3

position() as Vec3
script.zs
// Mob.position() as Vec3;
myMob.position();

Return Type: Vec3

positionRider(entity as Entity)
script.zs
// Mob.positionRider(entity as Entity);
myMob.positionRider(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// Mob.random as RandomSource
myMob.random

Return Type: RandomSource

random() as RandomSource
script.zs
// Mob.random() as RandomSource;
myMob.random();

Return Type: RandomSource

Getter
script.zs
// Mob.registryName as ResourceLocation
myMob.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
script.zs
// Mob.registryName() as ResourceLocation;
myMob.registryName();

Return Type: ResourceLocation

releaseUsingItem()
script.zs
// Mob.releaseUsingItem();
myMob.releaseUsingItem();
Getter
script.zs
// Mob.remainingFireTicks as int
myMob.remainingFireTicks

Return Type: int

remainingFireTicks() as int
script.zs
// Mob.remainingFireTicks() as int;
myMob.remainingFireTicks();

Return Type: int

removeAllEffects() as bool
script.zs
// Mob.removeAllEffects() as bool;
myMob.removeAllEffects();

Return Type: bool

removeEffect(effect as MobEffect) as bool
script.zs
// Mob.removeEffect(effect as MobEffect) as bool;
myMob.removeEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: bool

removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance
script.zs
// Mob.removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance;
myMob.removeEffectNoUpdate(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: MobEffectInstance

removeTag(tagName as string) as bool
script.zs
// Mob.removeTag(tagName as string) as bool;
myMob.removeTag(myString);

Parameters:

tagName Type: string

Return Type: bool

removeVehicle()
script.zs
// Mob.removeVehicle();
myMob.removeVehicle();
restrictTo(restrictCenter as BlockPos, restrictRadius as int)
script.zs
// Mob.restrictTo(restrictCenter as BlockPos, restrictRadius as int);
myMob.restrictTo(myBlockPos, myInt);

Parameters:

restrictCenter Type: BlockPos
restrictRadius Type: int
Getter
script.zs
// Mob.rootVehicle as Entity
myMob.rootVehicle

Return Type: Entity

rootVehicle() as Entity
script.zs
// Mob.rootVehicle() as Entity;
myMob.rootVehicle();

Return Type: Entity

Getter
script.zs
// Mob.scale as float
myMob.scale

Return Type: float

scale() as float
script.zs
// Mob.scale() as float;
myMob.scale();

Return Type: float

sendMessage(component as Component)
script.zs
// Mob.sendMessage(component as Component);
myMob.sendMessage(myComponent);

Parameters:

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

Parameters:

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

Parameters:

air Type: int
setArrowCount(count as int)
script.zs
// Mob.setArrowCount(count as int);
myMob.setArrowCount(myInt);

Parameters:

count Type: int
setAttachmentData(type as AttachmentType<T>, data as T) as T?
script.zs
// Mob.setAttachmentData<T>(type as AttachmentType<T>, data as T) as T?;
myMob.setAttachmentData<T>(myAttachmentType, myT);

Parameters:

type Type: AttachmentType<T>
data Type: T

Return Type: T?

setAttachmentData(type as Supplier<AttachmentType<T>>, data as T) as T?
script.zs
// Mob.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;
myMob.setAttachmentData<T>(mySupplier, myT);

Parameters:

type Type: Supplier<AttachmentType<T>>
data Type: T

Return Type: T?

setCustomName(name as Component)
script.zs
// Mob.setCustomName(name as Component);
myMob.setCustomName(myComponent);

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

discardFriction Type: bool
setDropChance(slot as EquipmentSlot, chance as float)
script.zs
// Mob.setDropChance(slot as EquipmentSlot, chance as float);
myMob.setDropChance(myEquipmentSlot, myFloat);

Parameters:

chance Type: float
setGlowingTag(glowing as bool)
script.zs
// Mob.setGlowingTag(glowing as bool);
myMob.setGlowingTag(myBool);

Parameters:

glowing Type: bool
setGuaranteedDrop(slot as EquipmentSlot)
script.zs
// Mob.setGuaranteedDrop(slot as EquipmentSlot);
myMob.setGuaranteedDrop(myEquipmentSlot);

Parameters:

setHealth(health as float)
script.zs
// Mob.setHealth(health as float);
myMob.setHealth(myFloat);

Parameters:

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

Parameters:

invisible Type: bool
setInvulnerable(invulnerable as bool)
script.zs
// Mob.setInvulnerable(invulnerable as bool);
myMob.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool
setIsInPowderSnow(inPowderSnow as bool)
script.zs
// Mob.setIsInPowderSnow(inPowderSnow as bool);
myMob.setIsInPowderSnow(myBool);

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

entity Type: Entity
setLeashedTo(leashHolder as Entity, broadcastPacket as bool)
script.zs
// Mob.setLeashedTo(leashHolder as Entity, broadcastPacket as bool);
myMob.setLeashedTo(myEntity, myBool);

Parameters:

leashHolder Type: Entity
broadcastPacket Type: bool
setNoActionTime(idleTime as int)
script.zs
// Mob.setNoActionTime(idleTime as int);
myMob.setNoActionTime(myInt);

Parameters:

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

Parameters:

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

Parameters:

onGround Type: bool
setPersistenceRequired()
script.zs
// Mob.setPersistenceRequired();
myMob.setPersistenceRequired();
setPortalCooldown()
script.zs
// Mob.setPortalCooldown();
myMob.setPortalCooldown();
setPos(position as Vec3)
script.zs
// Mob.setPos(position as Vec3);
myMob.setPos(myVec3);

Parameters:

position Type: Vec3
setPos(x as double, y as double, z as double)
script.zs
// Mob.setPos(x as double, y as double, z as double);
myMob.setPos(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
setPosRaw(x as double, y as double, z as double)
script.zs
// Mob.setPosRaw(x as double, y as double, z as double);
myMob.setPosRaw(myDouble, myDouble, myDouble);

Parameters:

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

Parameters:

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

Parameters:

setSecondsOnFire(seconds as int)
script.zs
// Mob.setSecondsOnFire(seconds as int);
myMob.setSecondsOnFire(myInt);

Parameters:

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

Parameters:

keyDown Type: bool
setSilent(silent as bool)
script.zs
// Mob.setSilent(silent as bool);
myMob.setSilent(myBool);

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

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

Parameters:

ticks Type: int
Getter
script.zs
// Mob.shouldBeSaved as bool
myMob.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
script.zs
// Mob.shouldBeSaved() as bool;
myMob.shouldBeSaved();

Return Type: bool

Getter
script.zs
// Mob.shouldDiscardFriction as bool
myMob.shouldDiscardFriction

Return Type: bool

shouldDiscardFriction() as bool
script.zs
// Mob.shouldDiscardFriction() as bool;
myMob.shouldDiscardFriction();

Return Type: bool

Getter
script.zs
// Mob.shouldInformAdmins as bool
myMob.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
script.zs
// Mob.shouldInformAdmins() as bool;
myMob.shouldInformAdmins();

Return Type: bool

Getter
script.zs
// Mob.shouldShowName as bool
myMob.shouldShowName

Return Type: bool

shouldShowName() as bool
script.zs
// Mob.shouldShowName() as bool;
myMob.shouldShowName();

Return Type: bool

Getter
script.zs
// Mob.showVehicleHealth as bool
myMob.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
script.zs
// Mob.showVehicleHealth() as bool;
myMob.showVehicleHealth();

Return Type: bool

Getter
script.zs
// Mob.sleepingPos as BlockPos
myMob.sleepingPos

Return Type: BlockPos

sleepingPos() as BlockPos
script.zs
// Mob.sleepingPos() as BlockPos;
myMob.sleepingPos();

Return Type: BlockPos

Getter
script.zs
// Mob.soundSource as SoundSource
myMob.soundSource

Return Type: SoundSource

soundSource() as SoundSource
script.zs
// Mob.soundSource() as SoundSource;
myMob.soundSource();

Return Type: SoundSource

Getter
script.zs
// Mob.speed as float
myMob.speed

Return Type: float

speed() as float
script.zs
// Mob.speed() as float;
myMob.speed();

Return Type: float

startRiding(entity as Entity) as bool
script.zs
// Mob.startRiding(entity as Entity) as bool;
myMob.startRiding(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

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

Parameters:

entity Type: Entity
force Type: bool

Return Type: bool

startSleeping(pos as BlockPos)
script.zs
// Mob.startSleeping(pos as BlockPos);
myMob.startSleeping(myBlockPos);

Parameters:

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

Parameters:

Getter
script.zs
// Mob.stingerCount as int
myMob.stingerCount

Return Type: int

stingerCount() as int
script.zs
// Mob.stingerCount() as int;
myMob.stingerCount();

Return Type: int

stopRiding()
script.zs
// Mob.stopRiding();
myMob.stopRiding();
stopSleeping()
script.zs
// Mob.stopSleeping();
myMob.stopSleeping();
stopUsingItem()
script.zs
// Mob.stopUsingItem();
myMob.stopUsingItem();
Getter
script.zs
// Mob.stringUUID as string
myMob.stringUUID

Return Type: string

stringUUID() as string
script.zs
// Mob.stringUUID() as string;
myMob.stringUUID();

Return Type: string

swing(hand as InteractionHand)
script.zs
// Mob.swing(hand as InteractionHand);
myMob.swing(myInteractionHand);

Parameters:

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

Parameters:

updateSelf Type: bool
Getter
script.zs
// Mob.tags as Set<string>
myMob.tags

Return Type: Set<string>

tags() as Set<string>
script.zs
// Mob.tags() as Set<string>;
myMob.tags();

Return Type: Set<string>

Getter
Gets the current target, or null if not targeting anything.
script.zs
// Mob.target as LivingEntity
myMob.target

Return Type: LivingEntity

Setter
script.zs
// Mob.target = (target as LivingEntity);
myMob.target = myLivingEntity;

Parameters:

target Type: LivingEntity
Getter
script.zs
// Mob.teamColor as int
myMob.teamColor

Return Type: int

teamColor() as int
script.zs
// Mob.teamColor() as int;
myMob.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
script.zs
// Mob.teleportTo(x as double, y as double, z as double);
myMob.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// Mob.ticksFrozen as int
myMob.ticksFrozen

Return Type: int

ticksFrozen() as int
script.zs
// Mob.ticksFrozen() as int;
myMob.ticksFrozen();

Return Type: int

Getter
script.zs
// Mob.ticksRequiredToFreeze as int
myMob.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
script.zs
// Mob.ticksRequiredToFreeze() as int;
myMob.ticksRequiredToFreeze();

Return Type: int

Getter
script.zs
// Mob.ticksUsingItem as int
myMob.ticksUsingItem

Return Type: int

ticksUsingItem() as int
script.zs
// Mob.ticksUsingItem() as int;
myMob.ticksUsingItem();

Return Type: int

travel(vec as Vec3)
script.zs
// Mob.travel(vec as Vec3);
myMob.travel(myVec3);

Parameters:

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

Parameters:

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

Return Type: EntityType<Entity>

type() as EntityType<Entity>
script.zs
// Mob.type() as EntityType<Entity>;
myMob.type();

Return Type: EntityType<Entity>

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

Parameters:

data Type: MapData - The custom data to store.
updateCustomEntityTag(level as Level, player as Player, data as MapData)
script.zs
// Mob.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myMob.updateCustomEntityTag(myLevel, myPlayer, myMapData);

Parameters:

level Type: Level
player Type: Player
data Type: MapData
updateData(data as MapData)
Updates the NBT data of this Entity.
script.zs
// Mob.updateData(data as MapData);
myMob.updateData({key: "value"});

Parameters:

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

Return Type: InteractionHand

usedItemHand() as InteractionHand
script.zs
// Mob.usedItemHand() as InteractionHand;
myMob.usedItemHand();

Return Type: InteractionHand

Getter
script.zs
// Mob.useItem as ItemStack
myMob.useItem

Return Type: ItemStack

useItem() as ItemStack
script.zs
// Mob.useItem() as ItemStack;
myMob.useItem();

Return Type: ItemStack

Getter
script.zs
// Mob.useItemRemainingTicks as int
myMob.useItemRemainingTicks

Return Type: int

useItemRemainingTicks() as int
script.zs
// Mob.useItemRemainingTicks() as int;
myMob.useItemRemainingTicks();

Return Type: int

Getter
script.zs
// Mob.uuid as UUID
myMob.uuid

Return Type: UUID

uuid() as UUID
script.zs
// Mob.uuid() as UUID;
myMob.uuid();

Return Type: UUID

Getter
script.zs
// Mob.vehicle as Entity
myMob.vehicle

Return Type: Entity

vehicle() as Entity
script.zs
// Mob.vehicle() as Entity;
myMob.vehicle();

Return Type: Entity

Getter
script.zs
// Mob.voicePitch as float
myMob.voicePitch

Return Type: float

voicePitch() as float
script.zs
// Mob.voicePitch() as float;
myMob.voicePitch();

Return Type: float

wantsToPickUp(stack as ItemStack) as bool
script.zs
// Mob.wantsToPickUp(stack as ItemStack) as bool;
myMob.wantsToPickUp(myItemStack);

Parameters:

stack Type: ItemStack

Return Type: bool

Getter
script.zs
// Mob.x as double
myMob.x

Return Type: double

x() as double
script.zs
// Mob.x() as double;
myMob.x();

Return Type: double

Getter
script.zs
// Mob.y as double
myMob.y

Return Type: double

y() as double
script.zs
// Mob.y() as double;
myMob.y();

Return Type: double

Getter
script.zs
// Mob.z as double
myMob.z

Return Type: double

z() as double
script.zs
// Mob.z() as double;
myMob.z();

Return Type: double