Fireball
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.
import crafttweaker.api.entity.type.projectile.Fireball;
Extends
Fireball extends AbstractHurtingProjectile
.
Implements
Fireball
implements the following interfaces:
ItemSupplier
,Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
TraceableEntity
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
Members
// Fireball.acceptsFailure as boolmyFireball.acceptsFailure
Return Type:
bool
// Fireball.acceptsFailure() as bool;myFireball.acceptsFailure();
Return Type:
bool
// Fireball.acceptsSuccess as boolmyFireball.acceptsSuccess
Return Type:
bool
// Fireball.acceptsSuccess() as bool;myFireball.acceptsSuccess();
Return Type:
bool
// Fireball.addTag(tagName as string) as bool;myFireball.addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Fireball.airSupply as intmyFireball.airSupply
Return Type:
int
// Fireball.airSupply() as int;myFireball.airSupply();
Return Type:
int
// Fireball.alwaysAccepts as boolmyFireball.alwaysAccepts
Return Type:
bool
// Fireball.alwaysAccepts() as bool;myFireball.alwaysAccepts();
Return Type:
bool
// Fireball.bbHeight as floatmyFireball.bbHeight
Return Type:
float
// Fireball.bbHeight() as float;myFireball.bbHeight();
Return Type:
float
// Fireball.bbWidth as floatmyFireball.bbWidth
Return Type:
float
// Fireball.bbWidth() as float;myFireball.bbWidth();
Return Type:
float
// Fireball.blockX as intmyFireball.blockX
Return Type:
int
// Fireball.blockX() as int;myFireball.blockX();
Return Type:
int
// Fireball.blockY as intmyFireball.blockY
Return Type:
int
// Fireball.blockY() as int;myFireball.blockY();
Return Type:
int
// Fireball.blockZ as intmyFireball.blockZ
Return Type:
int
// Fireball.blockZ() as int;myFireball.blockZ();
Return Type:
int
// Fireball.canBeCollidedWith as boolmyFireball.canBeCollidedWith
Return Type:
bool
// Fireball.canBeCollidedWith() as bool;myFireball.canBeCollidedWith();
Return Type:
bool
// Fireball.canFreeze as boolmyFireball.canFreeze
Return Type:
bool
// Fireball.canFreeze() as bool;myFireball.canFreeze();
Return Type:
bool
// Fireball.clearFire();myFireball.clearFire();
// Fireball.dampensVibrations as boolmyFireball.dampensVibrations
Return Type:
bool
// Fireball.dampensVibrations() as bool;myFireball.dampensVibrations();
Return Type:
bool
// Fireball.dimensionChangingDelay as intmyFireball.dimensionChangingDelay
Return Type:
int
// Fireball.dimensionChangingDelay() as int;myFireball.dimensionChangingDelay();
Return Type:
int
// Fireball.discard();myFireball.discard();
// Fireball.dismountsUnderwater as boolmyFireball.dismountsUnderwater
Return Type:
bool
// Fireball.distanceToSqr(x as double, y as double, z as double) as double;myFireball.distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// Fireball.ejectPassengers();myFireball.ejectPassengers();
// Fireball.eyeHeight as floatmyFireball.eyeHeight
Return Type:
float
// Fireball.eyeHeight() as float;myFireball.eyeHeight();
Return Type:
float
// Fireball.eyeY as doublemyFireball.eyeY
Return Type:
double
// Fireball.eyeY() as double;myFireball.eyeY();
Return Type:
double
// Fireball.feetBlockState as BlockStatemyFireball.feetBlockState
Return Type:
BlockState
// Fireball.fireImmune as boolmyFireball.fireImmune
Return Type:
bool
// Fireball.fireImmune() as bool;myFireball.fireImmune();
Return Type:
bool
// Fireball.fluidJumpThreshold as doublemyFireball.fluidJumpThreshold
Return Type:
double
// Fireball.fluidJumpThreshold() as double;myFireball.fluidJumpThreshold();
Return Type:
double
myFireball.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
myFireball.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
// Fireball.getX(scale as double) as double;myFireball.getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Fireball.getY(scale as double) as double;myFireball.getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Fireball.getZ(scale as double) as double;myFireball.getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
myFireball.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
myFireball.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// Fireball.hasCustomName as boolmyFireball.hasCustomName
Return Type:
bool
// Fireball.hasCustomName as boolmyFireball.hasCustomName
Return Type:
bool
// Fireball.hasCustomName() as bool;myFireball.hasCustomName();
Return Type:
bool
// Fireball.hasCustomName() as bool;myFireball.hasCustomName();
Return Type:
bool
// Fireball.hasExactlyOnePlayerPassenger as boolmyFireball.hasExactlyOnePlayerPassenger
Return Type:
bool
// Fireball.hasExactlyOnePlayerPassenger() as bool;myFireball.hasExactlyOnePlayerPassenger();
Return Type:
bool
// Fireball.hasGlowingTag as boolmyFireball.hasGlowingTag
Return Type:
bool
// Fireball.hasGlowingTag() as bool;myFireball.hasGlowingTag();
Return Type:
bool
myFireball.hurt(myDamageSource, myFloat);
Parameters:
source: DamageSource
Type: DamageSource
amount: float
Type: float
Return Type:
bool
// Fireball.id as intmyFireball.id
Return Type:
int
// Fireball.id() as int;myFireball.id();
Return Type:
int
// Fireball.isAlive as boolmyFireball.isAlive
Return Type:
bool
// Fireball.isAlive() as bool;myFireball.isAlive();
Return Type:
bool
// Fireball.isAlwaysTicking as boolmyFireball.isAlwaysTicking
Return Type:
bool
// Fireball.isAlwaysTicking() as bool;myFireball.isAlwaysTicking();
Return Type:
bool
// Fireball.isAttackable as boolmyFireball.isAttackable
Return Type:
bool
// Fireball.isAttackable() as bool;myFireball.isAttackable();
Return Type:
bool
myFireball.isColliding(myBlockPos, myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// Fireball.isCrouching as boolmyFireball.isCrouching
Return Type:
bool
// Fireball.isCrouching() as bool;myFireball.isCrouching();
Return Type:
bool
// Fireball.isCurrentlyGlowing as boolmyFireball.isCurrentlyGlowing
Return Type:
bool
// Fireball.isCurrentlyGlowing() as bool;myFireball.isCurrentlyGlowing();
Return Type:
bool
// Fireball.isCustomNameVisible as boolmyFireball.isCustomNameVisible
Return Type:
bool
// Fireball.isCustomNameVisible() as bool;myFireball.isCustomNameVisible();
Return Type:
bool
// Fireball.isDescending as boolmyFireball.isDescending
Return Type:
bool
// Fireball.isDescending() as bool;myFireball.isDescending();
Return Type:
bool
// Fireball.isDiscrete as boolmyFireball.isDiscrete
Return Type:
bool
// Fireball.isDiscrete() as bool;myFireball.isDiscrete();
Return Type:
bool
// Fireball.isFree(x as double, y as double, z as double) as bool;myFireball.isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// Fireball.isFullyFrozen as boolmyFireball.isFullyFrozen
Return Type:
bool
// Fireball.isFullyFrozen() as bool;myFireball.isFullyFrozen();
Return Type:
bool
// Fireball.isInLava as boolmyFireball.isInLava
Return Type:
bool
// Fireball.isInLava() as bool;myFireball.isInLava();
Return Type:
bool
// Fireball.isInvisible as boolmyFireball.isInvisible
Return Type:
bool
// Fireball.isInvisible() as bool;myFireball.isInvisible();
Return Type:
bool
// Fireball.isInvulnerable as boolmyFireball.isInvulnerable
Return Type:
bool
// Fireball.isInvulnerable() as bool;myFireball.isInvulnerable();
Return Type:
bool
myFireball.isInvulnerableTo(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// Fireball.isInWall as boolmyFireball.isInWall
Return Type:
bool
// Fireball.isInWall() as bool;myFireball.isInWall();
Return Type:
bool
// Fireball.isInWater as boolmyFireball.isInWater
Return Type:
bool
// Fireball.isInWater() as bool;myFireball.isInWater();
Return Type:
bool
// Fireball.isInWaterOrBubble as boolmyFireball.isInWaterOrBubble
Return Type:
bool
// Fireball.isInWaterOrBubble() as bool;myFireball.isInWaterOrBubble();
Return Type:
bool
// Fireball.isInWaterOrRain as boolmyFireball.isInWaterOrRain
Return Type:
bool
// Fireball.isInWaterOrRain() as bool;myFireball.isInWaterOrRain();
Return Type:
bool
// Fireball.isInWaterRainOrBubble as boolmyFireball.isInWaterRainOrBubble
Return Type:
bool
// Fireball.isInWaterRainOrBubble() as bool;myFireball.isInWaterRainOrBubble();
Return Type:
bool
// Fireball.isNoGravity as boolmyFireball.isNoGravity
Return Type:
bool
// Fireball.isNoGravity() as bool;myFireball.isNoGravity();
Return Type:
bool
// Fireball.isOnFire as boolmyFireball.isOnFire
Return Type:
bool
// Fireball.isOnFire() as bool;myFireball.isOnFire();
Return Type:
bool
// Fireball.isOnPortalCooldown as boolmyFireball.isOnPortalCooldown
Return Type:
bool
// Fireball.isOnPortalCooldown() as bool;myFireball.isOnPortalCooldown();
Return Type:
bool
// Fireball.isPassenger as boolmyFireball.isPassenger
Return Type:
bool
// Fireball.isPassenger() as bool;myFireball.isPassenger();
Return Type:
bool
// Fireball.isPickable as boolmyFireball.isPickable
Return Type:
bool
// Fireball.isPickable() as bool;myFireball.isPickable();
Return Type:
bool
// Fireball.isPushable as boolmyFireball.isPushable
Return Type:
bool
// Fireball.isPushable() as bool;myFireball.isPushable();
Return Type:
bool
// Fireball.isPushedByFluid as boolmyFireball.isPushedByFluid
Return Type:
bool
// Fireball.isPushedByFluid() as bool;myFireball.isPushedByFluid();
Return Type:
bool
// Fireball.isRemoved as boolmyFireball.isRemoved
Return Type:
bool
// Fireball.isRemoved() as bool;myFireball.isRemoved();
Return Type:
bool
// Fireball.isShiftKeyDown as boolmyFireball.isShiftKeyDown
Return Type:
bool
// Fireball.isShiftKeyDown() as bool;myFireball.isShiftKeyDown();
Return Type:
bool
// Fireball.isSilent as boolmyFireball.isSilent
Return Type:
bool
// Fireball.isSilent() as bool;myFireball.isSilent();
Return Type:
bool
// Fireball.isSpectator as boolmyFireball.isSpectator
Return Type:
bool
// Fireball.isSpectator() as bool;myFireball.isSpectator();
Return Type:
bool
// Fireball.isSprinting as boolmyFireball.isSprinting
Return Type:
bool
// Fireball.isSprinting() as bool;myFireball.isSprinting();
Return Type:
bool
// Fireball.isSteppingCarefully as boolmyFireball.isSteppingCarefully
Return Type:
bool
// Fireball.isSteppingCarefully() as bool;myFireball.isSteppingCarefully();
Return Type:
bool
// Fireball.isSuppressingBounce as boolmyFireball.isSuppressingBounce
Return Type:
bool
// Fireball.isSuppressingBounce() as bool;myFireball.isSuppressingBounce();
Return Type:
bool
// Fireball.isSwimming as boolmyFireball.isSwimming
Return Type:
bool
// Fireball.isSwimming() as bool;myFireball.isSwimming();
Return Type:
bool
// Fireball.isUnderWater as boolmyFireball.isUnderWater
Return Type:
bool
// Fireball.isUnderWater() as bool;myFireball.isUnderWater();
Return Type:
bool
// Fireball.isVehicle as boolmyFireball.isVehicle
Return Type:
bool
// Fireball.isVehicle() as bool;myFireball.isVehicle();
Return Type:
bool
// Fireball.isVisuallyCrawling as boolmyFireball.isVisuallyCrawling
Return Type:
bool
// Fireball.isVisuallyCrawling() as bool;myFireball.isVisuallyCrawling();
Return Type:
bool
// Fireball.isVisuallySwimming as boolmyFireball.isVisuallySwimming
Return Type:
bool
// Fireball.isVisuallySwimming() as bool;myFireball.isVisuallySwimming();
Return Type:
bool
// Fireball.kill();myFireball.kill();
// Fireball.lavaHurt();myFireball.lavaHurt();
// Fireball.maxAirSupply as intmyFireball.maxAirSupply
Return Type:
int
// Fireball.maxAirSupply() as int;myFireball.maxAirSupply();
Return Type:
int
// Fireball.maxFallDistance as intmyFireball.maxFallDistance
Return Type:
int
// Fireball.maxFallDistance() as int;myFireball.maxFallDistance();
Return Type:
int
// Fireball.moveTo(x as double, y as double, z as double);myFireball.moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Fireball.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myFireball.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
// Fireball.onGround as boolmyFireball.onGround
Return Type:
bool
// Fireball.percentFrozen as floatmyFireball.percentFrozen
Return Type:
float
// Fireball.percentFrozen() as float;myFireball.percentFrozen();
Return Type:
float
// Fireball.pistonPushReaction as PushReactionmyFireball.pistonPushReaction
Return Type:
PushReaction
myFireball.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
// Fireball.portalWaitTime as intmyFireball.portalWaitTime
Return Type:
int
// Fireball.portalWaitTime() as int;myFireball.portalWaitTime();
Return Type:
int
// Fireball.registryName as ResourceLocationmyFireball.registryName
Return Type:
ResourceLocation
// Fireball.remainingFireTicks as intmyFireball.remainingFireTicks
Return Type:
int
// Fireball.remainingFireTicks() as int;myFireball.remainingFireTicks();
Return Type:
int
// Fireball.removeTag(tagName as string) as bool;myFireball.removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Fireball.removeVehicle();myFireball.removeVehicle();
// Fireball.setAirSupply(air as int);myFireball.setAirSupply(myInt);
Parameters:
air: int
Type: int
myFireball.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
myFireball.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// Fireball.setCustomNameVisible(visible as bool);myFireball.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
// Fireball.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myFireball.setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// Fireball.setGlowingTag(glowing as bool);myFireball.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
// Fireball.setInvisible(invisible as bool);myFireball.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// Fireball.setInvulnerable(invulnerable as bool);myFireball.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// Fireball.setIsInPowderSnow(inPowderSnow as bool);myFireball.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
myFireball.setItemSlot(myEquipmentSlot, myItemStack);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
// Fireball.setNoGravity(noGravity as bool);myFireball.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// Fireball.setOldPosAndRot();myFireball.setOldPosAndRot();
// Fireball.setOnGround(onGround as bool);myFireball.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// Fireball.setPortalCooldown();myFireball.setPortalCooldown();
// Fireball.setPos(x as double, y as double, z as double);myFireball.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Fireball.setPosRaw(x as double, y as double, z as double);myFireball.setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Fireball.setRemainingFireTicks(ticks as int);myFireball.setRemainingFireTicks(myInt);
Parameters:
ticks: int
Type: int
myFireball.setRemoved(myRemovalReason);
Parameters:
var1: RemovalReason
Type: RemovalReason
// Fireball.setSecondsOnFire(seconds as int);myFireball.setSecondsOnFire(myInt);
Parameters:
seconds: int
Type: int
// Fireball.setShiftKeyDown(keyDown as bool);myFireball.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
// Fireball.setSilent(silent as bool);myFireball.setSilent(myBool);
Parameters:
silent: bool
Type: bool
// Fireball.setSprinting(sprinting as bool);myFireball.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// Fireball.setSwimming(swimming as bool);myFireball.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// Fireball.setTicksFrozen(ticks as int);myFireball.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
// Fireball.shouldBeSaved as boolmyFireball.shouldBeSaved
Return Type:
bool
// Fireball.shouldBeSaved() as bool;myFireball.shouldBeSaved();
Return Type:
bool
// Fireball.shouldInformAdmins as boolmyFireball.shouldInformAdmins
Return Type:
bool
// Fireball.shouldInformAdmins() as bool;myFireball.shouldInformAdmins();
Return Type:
bool
// Fireball.shouldShowName as boolmyFireball.shouldShowName
Return Type:
bool
// Fireball.shouldShowName() as bool;myFireball.shouldShowName();
Return Type:
bool
// Fireball.showVehicleHealth as boolmyFireball.showVehicleHealth
Return Type:
bool
// Fireball.showVehicleHealth() as bool;myFireball.showVehicleHealth();
Return Type:
bool
// Fireball.soundSource as SoundSourcemyFireball.soundSource
Return Type:
SoundSource
// Fireball.stopRiding();myFireball.stopRiding();
// Fireball.stringUUID as stringmyFireball.stringUUID
Return Type:
string
// Fireball.stringUUID() as string;myFireball.stringUUID();
Return Type:
string
// Fireball.tags as Set<string>myFireball.tags
Return Type:
Set<string>
// Fireball.tags() as Set<string>;myFireball.tags();
Return Type:
Set<string>
// Fireball.teamColor as intmyFireball.teamColor
Return Type:
int
// Fireball.teamColor() as int;myFireball.teamColor();
Return Type:
int
// Fireball.teleportTo(x as double, y as double, z as double);myFireball.teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Fireball.ticksFrozen as intmyFireball.ticksFrozen
Return Type:
int
// Fireball.ticksFrozen() as int;myFireball.ticksFrozen();
Return Type:
int
// Fireball.ticksRequiredToFreeze as intmyFireball.ticksRequiredToFreeze
Return Type:
int
// Fireball.ticksRequiredToFreeze() as int;myFireball.ticksRequiredToFreeze();
Return Type:
int
// Fireball.turn(yaw as double, pitch as double);myFireball.turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
myFireball.type
Return Type:
EntityType<Entity>
// Fireball.unRide();myFireball.unRide();
// Fireball.uuid as UUIDmyFireball.uuid
Return Type:
UUID
// Fireball.uuid() as UUID;myFireball.uuid();
Return Type:
UUID
// Fireball.x as doublemyFireball.x
Return Type:
double
// Fireball.x() as double;myFireball.x();
Return Type:
double
// Fireball.xPower as doublemyFireball.xPower
Return Type:
double
// Fireball.xPower = (xPower as double);myFireball.xPower = myDouble;
Parameters:
xPower: double
Type: double
- The x power of this projectile. Returns: The x power of this projectile.
// Fireball.xPower() as double;myFireball.xPower();
Return Type:
double
// Fireball.xPower(xPower as double);myFireball.xPower(4);
Parameters:
xPower: double
Type: double
- The x power of this projectile. // Fireball.y as doublemyFireball.y
Return Type:
double
// Fireball.y() as double;myFireball.y();
Return Type:
double
// Fireball.yPower as doublemyFireball.yPower
Return Type:
double
// Fireball.yPower = (yPower as double);myFireball.yPower = myDouble;
Parameters:
yPower: double
Type: double
- The y power of this projectile. Returns: The y power of this projectile.
// Fireball.yPower() as double;myFireball.yPower();
Return Type:
double
// Fireball.yPower(yPower as double);myFireball.yPower(4);
Parameters:
yPower: double
Type: double
- The y power of this projectile. // Fireball.z as doublemyFireball.z
Return Type:
double
// Fireball.z() as double;myFireball.z();
Return Type:
double
// Fireball.zPower as doublemyFireball.zPower
Return Type:
double
// Fireball.zPower = (zPower as double);myFireball.zPower = myDouble;
Parameters:
zPower: double
Type: double
- The z power of this projectile. Returns: The z power of this projectile.
// Fireball.zPower() as double;myFireball.zPower();
Return Type:
double
// Fireball.zPower(zPower as double);myFireball.zPower(4);
Parameters:
zPower: double
Type: double
- The z power of this projectile.