AbstractVillager
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.villager.AbstractVillager;Extends
AbstractVillager extends AgeableMob.
Implements
AbstractVillager
implements the following interfaces:
Merchant,Targeting,Nameable,EntityAccess,CommandSource,IAttachmentHolder
Undocumented Interfaces
InventoryCarrier,Npc,Attackable,ILivingEntityExtension,ScoreHolder,IEntityExtension,INBTSerializable<CompoundTag>
Members
// AbstractVillager.absorptionAmount as floatmyAbstractVillager.absorptionAmount
Return Type:
float
// AbstractVillager.absorptionAmount() as float;myAbstractVillager.absorptionAmount();
Return Type:
float
// AbstractVillager.acceptsFailure as boolmyAbstractVillager.acceptsFailure
Return Type:
bool
// AbstractVillager.acceptsFailure() as bool;myAbstractVillager.acceptsFailure();
Return Type:
bool
// AbstractVillager.acceptsSuccess as boolmyAbstractVillager.acceptsSuccess
Return Type:
bool
// AbstractVillager.acceptsSuccess() as bool;myAbstractVillager.acceptsSuccess();
Return Type:
bool
myAbstractVillager.activeEffects
Return Type:
Collection<MobEffectInstance>
myAbstractVillager.activeEFfectsMap
Return Type:
MobEffectInstance[MobEffect]
myAbstractVillager.addEffect(myMobEffectInstance);Parameters:
effectInstance: MobEffectInstance Type: MobEffectInstance
Return Type:
bool
myAbstractVillager.addEffect(myMobEffectInstance, myEntity);Parameters:
effectInstance: MobEffectInstance Type: MobEffectInstance
Return Type:
bool
// AbstractVillager.addTag(tagName as string) as bool;myAbstractVillager.addTag(myString);Parameters:
tagName: string Type: string
Return Type:
bool
// AbstractVillager.aggressive as boolmyAbstractVillager.aggressive
Return Type:
bool
// AbstractVillager.aggressive = (value as bool);myAbstractVillager.aggressive = myBool;Parameters:
value: bool Type: bool // AbstractVillager.airSupply as intmyAbstractVillager.airSupply
Return Type:
int
// AbstractVillager.airSupply() as int;myAbstractVillager.airSupply();
Return Type:
int
// AbstractVillager.alwaysAccepts as boolmyAbstractVillager.alwaysAccepts
Return Type:
bool
// AbstractVillager.alwaysAccepts() as bool;myAbstractVillager.alwaysAccepts();
Return Type:
bool
// AbstractVillager.ambientSoundInterval as intmyAbstractVillager.ambientSoundInterval
Return Type:
int
// AbstractVillager.armorCoverPercentage as floatmyAbstractVillager.armorCoverPercentage
Return Type:
float
// AbstractVillager.armorCoverPercentage() as float;myAbstractVillager.armorCoverPercentage();
Return Type:
float
// AbstractVillager.armorValue as intmyAbstractVillager.armorValue
Return Type:
int
// AbstractVillager.armorValue() as int;myAbstractVillager.armorValue();
Return Type:
int
// AbstractVillager.arrowCount as intmyAbstractVillager.arrowCount
Return Type:
int
// AbstractVillager.arrowCount() as int;myAbstractVillager.arrowCount();
Return Type:
int
// AbstractVillager.ate();myAbstractVillager.ate();// AbstractVillager.attackable as boolmyAbstractVillager.attackable
Return Type:
bool
// AbstractVillager.attackable() as bool;myAbstractVillager.attackable();
Return Type:
bool
// AbstractVillager.baby = (value as bool);myAbstractVillager.baby = myBool;Parameters:
value: bool Type: bool // AbstractVillager.bbHeight as floatmyAbstractVillager.bbHeight
Return Type:
float
// AbstractVillager.bbHeight() as float;myAbstractVillager.bbHeight();
Return Type:
float
// AbstractVillager.bbWidth as floatmyAbstractVillager.bbWidth
Return Type:
float
// AbstractVillager.bbWidth() as float;myAbstractVillager.bbWidth();
Return Type:
float
// AbstractVillager.blockX as intmyAbstractVillager.blockX
Return Type:
int
// AbstractVillager.blockX() as int;myAbstractVillager.blockX();
Return Type:
int
// AbstractVillager.blockY as intmyAbstractVillager.blockY
Return Type:
int
// AbstractVillager.blockY() as int;myAbstractVillager.blockY();
Return Type:
int
// AbstractVillager.blockZ as intmyAbstractVillager.blockZ
Return Type:
int
// AbstractVillager.blockZ() as int;myAbstractVillager.blockZ();
Return Type:
int
myAbstractVillager.canAttack(myLivingEntity);Parameters:
target: LivingEntity Type: LivingEntity
Return Type:
bool
myAbstractVillager.canBeAffected(myMobEffectInstance);Parameters:
effectInstance: MobEffectInstance Type: MobEffectInstance
Return Type:
bool
// AbstractVillager.canBeCollidedWith as boolmyAbstractVillager.canBeCollidedWith
Return Type:
bool
// AbstractVillager.canBeCollidedWith() as bool;myAbstractVillager.canBeCollidedWith();
Return Type:
bool
// AbstractVillager.canBeSeenAsEnemy as boolmyAbstractVillager.canBeSeenAsEnemy
Return Type:
bool
// AbstractVillager.canBeSeenAsEnemy() as bool;myAbstractVillager.canBeSeenAsEnemy();
Return Type:
bool
// AbstractVillager.canBeSeenByAnyone as boolmyAbstractVillager.canBeSeenByAnyone
Return Type:
bool
// AbstractVillager.canBeSeenByAnyone() as bool;myAbstractVillager.canBeSeenByAnyone();
Return Type:
bool
// AbstractVillager.canBreatheUnderwater as boolmyAbstractVillager.canBreatheUnderwater
Return Type:
bool
// AbstractVillager.canBreatheUnderwater as boolmyAbstractVillager.canBreatheUnderwater
Return Type:
bool
// AbstractVillager.canBreatheUnderwater() as bool;myAbstractVillager.canBreatheUnderwater();
Return Type:
bool
// AbstractVillager.canBreatheUnderwater() as bool;myAbstractVillager.canBreatheUnderwater();
Return Type:
bool
myAbstractVillager.canFireProjectileWeapon(myProjectileWeaponItem);Parameters:
weapon: ProjectileWeaponItem Type: ProjectileWeaponItem
Return Type:
bool
// AbstractVillager.canFreeze as boolmyAbstractVillager.canFreeze
Return Type:
bool
// AbstractVillager.canFreeze() as bool;myAbstractVillager.canFreeze();
Return Type:
bool
// AbstractVillager.canPickUpLoot as boolmyAbstractVillager.canPickUpLoot
Return Type:
bool
// AbstractVillager.canPickUpLoot = (value as bool);myAbstractVillager.canPickUpLoot = myBool;Parameters:
value: bool Type: bool // AbstractVillager.canRestock as boolmyAbstractVillager.canRestock
Return Type:
bool
// AbstractVillager.canRestock() as bool;myAbstractVillager.canRestock();
Return Type:
bool
myAbstractVillager.checkSpawnObstruction(myLevelReader);Parameters:
level: LevelReader Type: LevelReader
Return Type:
bool
myAbstractVillager.checkSpawnRules(myLevelAccessor, myMobSpawnType);Parameters:
level: LevelAccessor Type: LevelAccessor spawnType: MobSpawnType Type: MobSpawnType
Return Type:
bool
// AbstractVillager.clearFire();myAbstractVillager.clearFire();// AbstractVillager.clearRestriction();myAbstractVillager.clearRestriction();// AbstractVillager.clearSleepingPos();myAbstractVillager.clearSleepingPos();// AbstractVillager.dampensVibrations as boolmyAbstractVillager.dampensVibrations
Return Type:
bool
// AbstractVillager.dampensVibrations() as bool;myAbstractVillager.dampensVibrations();
Return Type:
bool
myAbstractVillager.die(myDamageSource);Parameters:
source: DamageSource Type: DamageSource // AbstractVillager.dimensionChangingDelay as intmyAbstractVillager.dimensionChangingDelay
Return Type:
int
// AbstractVillager.dimensionChangingDelay() as int;myAbstractVillager.dimensionChangingDelay();
Return Type:
int
// AbstractVillager.discard();myAbstractVillager.discard();// AbstractVillager.dismountsUnderwater as boolmyAbstractVillager.dismountsUnderwater
Return Type:
bool
// AbstractVillager.distanceToSqr(x as double, y as double, z as double) as double;myAbstractVillager.distanceToSqr(myDouble, myDouble, myDouble);Parameters:
x: double Type: double y: double Type: double z: double Type: double
Return Type:
double
// AbstractVillager.dropLeash(broadcastPacket as bool, dropLeash as bool);myAbstractVillager.dropLeash(myBool, myBool);Parameters:
broadcastPacket: bool Type: bool dropLeash: bool Type: bool // AbstractVillager.ejectPassengers();myAbstractVillager.ejectPassengers();// AbstractVillager.eyeHeight as floatmyAbstractVillager.eyeHeight
Return Type:
float
// AbstractVillager.eyeHeight() as float;myAbstractVillager.eyeHeight();
Return Type:
float
// AbstractVillager.eyeY as doublemyAbstractVillager.eyeY
Return Type:
double
// AbstractVillager.eyeY() as double;myAbstractVillager.eyeY();
Return Type:
double
// AbstractVillager.fallFlyingTicks as intmyAbstractVillager.fallFlyingTicks
Return Type:
int
// AbstractVillager.fallFlyingTicks() as int;myAbstractVillager.fallFlyingTicks();
Return Type:
int
// AbstractVillager.feetBlockState as BlockStatemyAbstractVillager.feetBlockState
Return Type:
BlockState
// AbstractVillager.fireImmune as boolmyAbstractVillager.fireImmune
Return Type:
bool
// AbstractVillager.fireImmune() as bool;myAbstractVillager.fireImmune();
Return Type:
bool
// AbstractVillager.fluidJumpThreshold as doublemyAbstractVillager.fluidJumpThreshold
Return Type:
double
// AbstractVillager.fluidJumpThreshold() as double;myAbstractVillager.fluidJumpThreshold();
Return Type:
double
myAbstractVillager.forceAddEffect(myMobEffectInstance, myEntity);Parameters:
effectInstance: MobEffectInstance Type: MobEffectInstance myAbstractVillager.getAttachmentData<T>(myAttachmentType);Parameters:
type: AttachmentType<T> Type: AttachmentType<T>
Return Type:
T
myAbstractVillager.getAttachmentData<T>(mySupplier);Parameters:
type: Supplier<AttachmentType<T>> Type: Supplier<AttachmentType<T>>
Return Type:
T
myAbstractVillager.getAttribute(myAttribute);
Return Type:
AttributeInstance
myAbstractVillager.getEffect(myMobEffect);
Return Type:
MobEffectInstance
myAbstractVillager.getItemBySlot(myEquipmentSlot);Parameters:
slot: EquipmentSlot Type: EquipmentSlot
Return Type:
ItemStack
myAbstractVillager.getItemInHand(myInteractionHand);Parameters:
hand: InteractionHand Type: InteractionHand
Return Type:
ItemStack
// AbstractVillager.getRestrictRadius as floatmyAbstractVillager.getRestrictRadius
Return Type:
float
// AbstractVillager.getSwimAmount(partialTicks as float) as float;myAbstractVillager.getSwimAmount(myFloat);Parameters:
partialTicks: float Type: float
Return Type:
float
// AbstractVillager.getX(scale as double) as double;myAbstractVillager.getX(myDouble);Parameters:
scale: double Type: double
Return Type:
double
// AbstractVillager.getY(scale as double) as double;myAbstractVillager.getY(myDouble);Parameters:
scale: double Type: double
Return Type:
double
// AbstractVillager.getZ(scale as double) as double;myAbstractVillager.getZ(myDouble);Parameters:
scale: double Type: double
Return Type:
double
myAbstractVillager.hasAttachmentData<T>(myAttachmentType);Parameters:
type: AttachmentType<T> Type: AttachmentType<T>
Return Type:
bool
myAbstractVillager.hasAttachmentData<T>(mySupplier);Parameters:
type: Supplier<AttachmentType<T>> Type: Supplier<AttachmentType<T>>
Return Type:
bool
// AbstractVillager.hasCustomName as boolmyAbstractVillager.hasCustomName
Return Type:
bool
// AbstractVillager.hasCustomName as boolmyAbstractVillager.hasCustomName
Return Type:
bool
// AbstractVillager.hasCustomName() as bool;myAbstractVillager.hasCustomName();
Return Type:
bool
// AbstractVillager.hasCustomName() as bool;myAbstractVillager.hasCustomName();
Return Type:
bool
// AbstractVillager.hasExactlyOnePlayerPassenger as boolmyAbstractVillager.hasExactlyOnePlayerPassenger
Return Type:
bool
// AbstractVillager.hasExactlyOnePlayerPassenger() as bool;myAbstractVillager.hasExactlyOnePlayerPassenger();
Return Type:
bool
// AbstractVillager.hasGlowingTag as boolmyAbstractVillager.hasGlowingTag
Return Type:
bool
// AbstractVillager.hasGlowingTag() as bool;myAbstractVillager.hasGlowingTag();
Return Type:
bool
myAbstractVillager.hasItemInSlot(myEquipmentSlot);Parameters:
slot: EquipmentSlot Type: EquipmentSlot
Return Type:
bool
// AbstractVillager.hasRestriction as boolmyAbstractVillager.hasRestriction
Return Type:
bool
// AbstractVillager.heal(amount as float);myAbstractVillager.heal(myFloat);Parameters:
amount: float Type: float // AbstractVillager.health as floatmyAbstractVillager.health
Return Type:
float
// AbstractVillager.health() as float;myAbstractVillager.health();
Return Type:
float
myAbstractVillager.hurt(myDamageSource, myFloat);Parameters:
source: DamageSource Type: DamageSource amount: float Type: float
Return Type:
bool
// AbstractVillager.id as intmyAbstractVillager.id
Return Type:
int
// AbstractVillager.id() as int;myAbstractVillager.id();
Return Type:
int
// AbstractVillager.isAffectedByPotions as boolmyAbstractVillager.isAffectedByPotions
Return Type:
bool
// AbstractVillager.isAffectedByPotions() as bool;myAbstractVillager.isAffectedByPotions();
Return Type:
bool
// AbstractVillager.isAlive as boolmyAbstractVillager.isAlive
Return Type:
bool
// AbstractVillager.isAlive() as bool;myAbstractVillager.isAlive();
Return Type:
bool
// AbstractVillager.isAlwaysTicking as boolmyAbstractVillager.isAlwaysTicking
Return Type:
bool
// AbstractVillager.isAlwaysTicking() as bool;myAbstractVillager.isAlwaysTicking();
Return Type:
bool
// AbstractVillager.isAttackable as boolmyAbstractVillager.isAttackable
Return Type:
bool
// AbstractVillager.isAttackable() as bool;myAbstractVillager.isAttackable();
Return Type:
bool
// AbstractVillager.isAutoSpinAttack as boolmyAbstractVillager.isAutoSpinAttack
Return Type:
bool
// AbstractVillager.isAutoSpinAttack() as bool;myAbstractVillager.isAutoSpinAttack();
Return Type:
bool
// AbstractVillager.isBaby as boolmyAbstractVillager.isBaby
Return Type:
bool
// AbstractVillager.isBaby() as bool;myAbstractVillager.isBaby();
Return Type:
bool
// AbstractVillager.isBlocking as boolmyAbstractVillager.isBlocking
Return Type:
bool
// AbstractVillager.isBlocking() as bool;myAbstractVillager.isBlocking();
Return Type:
bool
// AbstractVillager.isClientSide as boolmyAbstractVillager.isClientSide
Return Type:
bool
// AbstractVillager.isClientSide() as bool;myAbstractVillager.isClientSide();
Return Type:
bool
myAbstractVillager.isColliding(myBlockPos, myBlockState);Parameters:
state: BlockState Type: BlockState
Return Type:
bool
// AbstractVillager.isCrouching as boolmyAbstractVillager.isCrouching
Return Type:
bool
// AbstractVillager.isCrouching() as bool;myAbstractVillager.isCrouching();
Return Type:
bool
// AbstractVillager.isCurrentlyGlowing as boolmyAbstractVillager.isCurrentlyGlowing
Return Type:
bool
// AbstractVillager.isCurrentlyGlowing as boolmyAbstractVillager.isCurrentlyGlowing
Return Type:
bool
// AbstractVillager.isCurrentlyGlowing() as bool;myAbstractVillager.isCurrentlyGlowing();
Return Type:
bool
// AbstractVillager.isCurrentlyGlowing() as bool;myAbstractVillager.isCurrentlyGlowing();
Return Type:
bool
// AbstractVillager.isCustomNameVisible as boolmyAbstractVillager.isCustomNameVisible
Return Type:
bool
// AbstractVillager.isCustomNameVisible() as bool;myAbstractVillager.isCustomNameVisible();
Return Type:
bool
myAbstractVillager.isDamageSourceBlocked(myDamageSource);Parameters:
source: DamageSource Type: DamageSource
Return Type:
bool
// AbstractVillager.isDeadOrDying as boolmyAbstractVillager.isDeadOrDying
Return Type:
bool
// AbstractVillager.isDeadOrDying() as bool;myAbstractVillager.isDeadOrDying();
Return Type:
bool
// AbstractVillager.isDescending as boolmyAbstractVillager.isDescending
Return Type:
bool
// AbstractVillager.isDescending() as bool;myAbstractVillager.isDescending();
Return Type:
bool
// AbstractVillager.isDiscrete as boolmyAbstractVillager.isDiscrete
Return Type:
bool
// AbstractVillager.isDiscrete() as bool;myAbstractVillager.isDiscrete();
Return Type:
bool
// AbstractVillager.isFallFlying as boolmyAbstractVillager.isFallFlying
Return Type:
bool
// AbstractVillager.isFallFlying() as bool;myAbstractVillager.isFallFlying();
Return Type:
bool
// AbstractVillager.isFree(x as double, y as double, z as double) as bool;myAbstractVillager.isFree(myDouble, myDouble, myDouble);Parameters:
x: double Type: double y: double Type: double z: double Type: double
Return Type:
bool
// AbstractVillager.isFullyFrozen as boolmyAbstractVillager.isFullyFrozen
Return Type:
bool
// AbstractVillager.isFullyFrozen() as bool;myAbstractVillager.isFullyFrozen();
Return Type:
bool
myAbstractVillager.isHolding(myItem);Parameters:
item: ItemDefinition Type: ItemDefinition
Return Type:
bool
// AbstractVillager.isInLava as boolmyAbstractVillager.isInLava
Return Type:
bool
// AbstractVillager.isInLava() as bool;myAbstractVillager.isInLava();
Return Type:
bool
// AbstractVillager.isInvertedHealAndHarm as boolmyAbstractVillager.isInvertedHealAndHarm
Return Type:
bool
// AbstractVillager.isInvertedHealAndHarm() as bool;myAbstractVillager.isInvertedHealAndHarm();
Return Type:
bool
// AbstractVillager.isInvisible as boolmyAbstractVillager.isInvisible
Return Type:
bool
// AbstractVillager.isInvisible() as bool;myAbstractVillager.isInvisible();
Return Type:
bool
// AbstractVillager.isInvulnerable as boolmyAbstractVillager.isInvulnerable
Return Type:
bool
// AbstractVillager.isInvulnerable() as bool;myAbstractVillager.isInvulnerable();
Return Type:
bool
myAbstractVillager.isInvulnerableTo(myDamageSource);Parameters:
source: DamageSource Type: DamageSource
Return Type:
bool
// AbstractVillager.isInWall as boolmyAbstractVillager.isInWall
Return Type:
bool
// AbstractVillager.isInWall() as bool;myAbstractVillager.isInWall();
Return Type:
bool
// AbstractVillager.isInWater as boolmyAbstractVillager.isInWater
Return Type:
bool
// AbstractVillager.isInWater() as bool;myAbstractVillager.isInWater();
Return Type:
bool
// AbstractVillager.isInWaterOrBubble as boolmyAbstractVillager.isInWaterOrBubble
Return Type:
bool
// AbstractVillager.isInWaterOrBubble() as bool;myAbstractVillager.isInWaterOrBubble();
Return Type:
bool
// AbstractVillager.isInWaterOrRain as boolmyAbstractVillager.isInWaterOrRain
Return Type:
bool
// AbstractVillager.isInWaterOrRain() as bool;myAbstractVillager.isInWaterOrRain();
Return Type:
bool
// AbstractVillager.isInWaterRainOrBubble as boolmyAbstractVillager.isInWaterRainOrBubble
Return Type:
bool
// AbstractVillager.isInWaterRainOrBubble() as bool;myAbstractVillager.isInWaterRainOrBubble();
Return Type:
bool
// AbstractVillager.isMaxGroupSizeReached(size as int) as bool;myAbstractVillager.isMaxGroupSizeReached(myInt);Parameters:
size: int Type: int
Return Type:
bool
// AbstractVillager.isNoGravity as boolmyAbstractVillager.isNoGravity
Return Type:
bool
// AbstractVillager.isNoGravity() as bool;myAbstractVillager.isNoGravity();
Return Type:
bool
// AbstractVillager.isOnFire as boolmyAbstractVillager.isOnFire
Return Type:
bool
// AbstractVillager.isOnFire() as bool;myAbstractVillager.isOnFire();
Return Type:
bool
// AbstractVillager.isOnPortalCooldown as boolmyAbstractVillager.isOnPortalCooldown
Return Type:
bool
// AbstractVillager.isOnPortalCooldown() as bool;myAbstractVillager.isOnPortalCooldown();
Return Type:
bool
// AbstractVillager.isPassenger as boolmyAbstractVillager.isPassenger
Return Type:
bool
// AbstractVillager.isPassenger() as bool;myAbstractVillager.isPassenger();
Return Type:
bool
// AbstractVillager.isPersistenceRequired as boolmyAbstractVillager.isPersistenceRequired
Return Type:
bool
// AbstractVillager.isPickable as boolmyAbstractVillager.isPickable
Return Type:
bool
// AbstractVillager.isPickable() as bool;myAbstractVillager.isPickable();
Return Type:
bool
// AbstractVillager.isPushable as boolmyAbstractVillager.isPushable
Return Type:
bool
// AbstractVillager.isPushable() as bool;myAbstractVillager.isPushable();
Return Type:
bool
// AbstractVillager.isPushedByFluid as boolmyAbstractVillager.isPushedByFluid
Return Type:
bool
// AbstractVillager.isPushedByFluid() as bool;myAbstractVillager.isPushedByFluid();
Return Type:
bool
// AbstractVillager.isRemoved as boolmyAbstractVillager.isRemoved
Return Type:
bool
// AbstractVillager.isRemoved() as bool;myAbstractVillager.isRemoved();
Return Type:
bool
// AbstractVillager.isSensitiveToWater as boolmyAbstractVillager.isSensitiveToWater
Return Type:
bool
// AbstractVillager.isSensitiveToWater() as bool;myAbstractVillager.isSensitiveToWater();
Return Type:
bool
// AbstractVillager.isShiftKeyDown as boolmyAbstractVillager.isShiftKeyDown
Return Type:
bool
// AbstractVillager.isShiftKeyDown() as bool;myAbstractVillager.isShiftKeyDown();
Return Type:
bool
// AbstractVillager.isSilent as boolmyAbstractVillager.isSilent
Return Type:
bool
// AbstractVillager.isSilent() as bool;myAbstractVillager.isSilent();
Return Type:
bool
// AbstractVillager.isSleeping as boolmyAbstractVillager.isSleeping
Return Type:
bool
// AbstractVillager.isSleeping() as bool;myAbstractVillager.isSleeping();
Return Type:
bool
// AbstractVillager.isSpectator as boolmyAbstractVillager.isSpectator
Return Type:
bool
// AbstractVillager.isSpectator() as bool;myAbstractVillager.isSpectator();
Return Type:
bool
// AbstractVillager.isSprinting as boolmyAbstractVillager.isSprinting
Return Type:
bool
// AbstractVillager.isSprinting() as bool;myAbstractVillager.isSprinting();
Return Type:
bool
// AbstractVillager.isSteppingCarefully as boolmyAbstractVillager.isSteppingCarefully
Return Type:
bool
// AbstractVillager.isSteppingCarefully() as bool;myAbstractVillager.isSteppingCarefully();
Return Type:
bool
// AbstractVillager.isSuppressingBounce as boolmyAbstractVillager.isSuppressingBounce
Return Type:
bool
// AbstractVillager.isSuppressingBounce() as bool;myAbstractVillager.isSuppressingBounce();
Return Type:
bool
// AbstractVillager.isSuppressingSlidingDownLadder as boolmyAbstractVillager.isSuppressingSlidingDownLadder
Return Type:
bool
// AbstractVillager.isSuppressingSlidingDownLadder() as bool;myAbstractVillager.isSuppressingSlidingDownLadder();
Return Type:
bool
// AbstractVillager.isSwimming as boolmyAbstractVillager.isSwimming
Return Type:
bool
// AbstractVillager.isSwimming() as bool;myAbstractVillager.isSwimming();
Return Type:
bool
// AbstractVillager.isTrading as boolmyAbstractVillager.isTrading
Return Type:
bool
// AbstractVillager.isTrading() as bool;myAbstractVillager.isTrading();
Return Type:
bool
// AbstractVillager.isUnderWater as boolmyAbstractVillager.isUnderWater
Return Type:
bool
// AbstractVillager.isUnderWater() as bool;myAbstractVillager.isUnderWater();
Return Type:
bool
// AbstractVillager.isUsingItem as boolmyAbstractVillager.isUsingItem
Return Type:
bool
// AbstractVillager.isUsingItem() as bool;myAbstractVillager.isUsingItem();
Return Type:
bool
// AbstractVillager.isVehicle as boolmyAbstractVillager.isVehicle
Return Type:
bool
// AbstractVillager.isVehicle() as bool;myAbstractVillager.isVehicle();
Return Type:
bool
// AbstractVillager.isVisuallyCrawling as boolmyAbstractVillager.isVisuallyCrawling
Return Type:
bool
// AbstractVillager.isVisuallyCrawling() as bool;myAbstractVillager.isVisuallyCrawling();
Return Type:
bool
// AbstractVillager.isVisuallySwimming as boolmyAbstractVillager.isVisuallySwimming
Return Type:
bool
// AbstractVillager.isVisuallySwimming as boolmyAbstractVillager.isVisuallySwimming
Return Type:
bool
// AbstractVillager.isVisuallySwimming() as bool;myAbstractVillager.isVisuallySwimming();
Return Type:
bool
// AbstractVillager.isVisuallySwimming() as bool;myAbstractVillager.isVisuallySwimming();
Return Type:
bool
myAbstractVillager.isWithinMeleeAttackRange(myLivingEntity);Parameters:
entity: LivingEntity Type: LivingEntity
Return Type:
bool
// AbstractVillager.isWithinRestriction as boolmyAbstractVillager.isWithinRestriction
Return Type:
bool
// AbstractVillager.jumpBoostPower as doublemyAbstractVillager.jumpBoostPower
Return Type:
double
// AbstractVillager.jumpBoostPower() as double;myAbstractVillager.jumpBoostPower();
Return Type:
double
// AbstractVillager.kill();myAbstractVillager.kill();// AbstractVillager.killCredit as LivingEntitymyAbstractVillager.killCredit
Return Type:
LivingEntity
// AbstractVillager.knockback(x as double, y as double, z as double);myAbstractVillager.knockback(myDouble, myDouble, myDouble);Parameters:
x: double Type: double y: double Type: double z: double Type: double // AbstractVillager.lastDamageSource as DamageSourcemyAbstractVillager.lastDamageSource
Return Type:
DamageSource
// AbstractVillager.lastHurtByMob as LivingEntitymyAbstractVillager.lastHurtByMob
Return Type:
LivingEntity
// AbstractVillager.lastHurtByMobTimestamp as intmyAbstractVillager.lastHurtByMobTimestamp
Return Type:
int
// AbstractVillager.lastHurtByMobTimestamp() as int;myAbstractVillager.lastHurtByMobTimestamp();
Return Type:
int
// AbstractVillager.lastHurtMob as LivingEntitymyAbstractVillager.lastHurtMob
Return Type:
LivingEntity
// AbstractVillager.lastHurtMobTimestamp as intmyAbstractVillager.lastHurtMobTimestamp
Return Type:
int
// AbstractVillager.lastHurtMobTimestamp() as int;myAbstractVillager.lastHurtMobTimestamp();
Return Type:
int
// AbstractVillager.lavaHurt();myAbstractVillager.lavaHurt();// AbstractVillager.leashed as boolmyAbstractVillager.leashed
Return Type:
bool
// AbstractVillager.leftHanded as boolmyAbstractVillager.leftHanded
Return Type:
bool
// AbstractVillager.leftHanded = (value as bool);myAbstractVillager.leftHanded = myBool;Parameters:
value: bool Type: bool // AbstractVillager.lootTable as ResourceLocationmyAbstractVillager.lootTable
Return Type:
ResourceLocation
// AbstractVillager.lootTableSeed as longmyAbstractVillager.lootTableSeed
Return Type:
long
// AbstractVillager.mainArm as HumanoidArmmyAbstractVillager.mainArm
Return Type:
HumanoidArm
// AbstractVillager.maxAirSupply as intmyAbstractVillager.maxAirSupply
Return Type:
int
// AbstractVillager.maxAirSupply() as int;myAbstractVillager.maxAirSupply();
Return Type:
int
// AbstractVillager.maxFallDistance as intmyAbstractVillager.maxFallDistance
Return Type:
int
// AbstractVillager.maxFallDistance() as int;myAbstractVillager.maxFallDistance();
Return Type:
int
// AbstractVillager.maxHeadRotSpeed as intmyAbstractVillager.maxHeadRotSpeed
Return Type:
int
// AbstractVillager.maxHeadXRot as intmyAbstractVillager.maxHeadXRot
Return Type:
int
// AbstractVillager.maxHeadYRot as intmyAbstractVillager.maxHeadYRot
Return Type:
int
// AbstractVillager.maxHealth as floatmyAbstractVillager.maxHealth
Return Type:
float
// AbstractVillager.maxHealth() as float;myAbstractVillager.maxHealth();
Return Type:
float
// AbstractVillager.maxSpawnClusterSize as intmyAbstractVillager.maxSpawnClusterSize
Return Type:
int
// AbstractVillager.moveTo(x as double, y as double, z as double);myAbstractVillager.moveTo(myDouble, myDouble, myDouble);Parameters:
x: double Type: double y: double Type: double z: double Type: double // AbstractVillager.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myAbstractVillager.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 // AbstractVillager.noActionTime as intmyAbstractVillager.noActionTime
Return Type:
int
// AbstractVillager.noActionTime() as int;myAbstractVillager.noActionTime();
Return Type:
int
// AbstractVillager.noAi as boolmyAbstractVillager.noAi
Return Type:
bool
// AbstractVillager.noAi = (value as bool);myAbstractVillager.noAi = myBool;Parameters:
value: bool Type: bool myAbstractVillager.notifyTrade(myMerchantOffer);Parameters:
offer: MerchantOffer Type: MerchantOffer // AbstractVillager.notifyTradeSound as SoundEventmyAbstractVillager.notifyTradeSound
Return Type:
SoundEvent
// AbstractVillager.offers as MerchantOffersmyAbstractVillager.offers
Return Type:
MerchantOffers
// AbstractVillager.onGround as boolmyAbstractVillager.onGround
Return Type:
bool
// AbstractVillager.percentFrozen as floatmyAbstractVillager.percentFrozen
Return Type:
float
// AbstractVillager.percentFrozen() as float;myAbstractVillager.percentFrozen();
Return Type:
float
// AbstractVillager.pistonPushReaction as PushReactionmyAbstractVillager.pistonPushReaction
Return Type:
PushReaction
// AbstractVillager.playAmbientSound();myAbstractVillager.playAmbientSound();// AbstractVillager.playCelebrateSound();myAbstractVillager.playCelebrateSound();myAbstractVillager.playSound(mySoundEvent, myFloat, myFloat);Parameters:
// AbstractVillager.portalWaitTime as intmyAbstractVillager.portalWaitTime
Return Type:
int
// AbstractVillager.portalWaitTime() as int;myAbstractVillager.portalWaitTime();
Return Type:
int
// AbstractVillager.random as RandomSourcemyAbstractVillager.random
Return Type:
RandomSource
// AbstractVillager.registryName as ResourceLocationmyAbstractVillager.registryName
Return Type:
ResourceLocation
// AbstractVillager.releaseUsingItem();myAbstractVillager.releaseUsingItem();// AbstractVillager.remainingFireTicks as intmyAbstractVillager.remainingFireTicks
Return Type:
int
// AbstractVillager.remainingFireTicks() as int;myAbstractVillager.remainingFireTicks();
Return Type:
int
// AbstractVillager.removeAllEffects() as bool;myAbstractVillager.removeAllEffects();
Return Type:
bool
myAbstractVillager.removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
// AbstractVillager.removeTag(tagName as string) as bool;myAbstractVillager.removeTag(myString);Parameters:
tagName: string Type: string
Return Type:
bool
// AbstractVillager.removeVehicle();myAbstractVillager.removeVehicle();// AbstractVillager.scale as floatmyAbstractVillager.scale
Return Type:
float
// AbstractVillager.scale() as float;myAbstractVillager.scale();
Return Type:
float
// AbstractVillager.setAbsorptionAmount(absorption as float);myAbstractVillager.setAbsorptionAmount(myFloat);Parameters:
absorption: float Type: float // AbstractVillager.setAirSupply(air as int);myAbstractVillager.setAirSupply(myInt);Parameters:
air: int Type: int // AbstractVillager.setArrowCount(count as int);myAbstractVillager.setArrowCount(myInt);Parameters:
count: int Type: int myAbstractVillager.setAttachmentData<T>(myAttachmentType, myT);Parameters:
type: AttachmentType<T> Type: AttachmentType<T> data: T Type: T
Return Type:
T?
myAbstractVillager.setAttachmentData<T>(mySupplier, myT);Parameters:
type: Supplier<AttachmentType<T>> Type: Supplier<AttachmentType<T>> data: T Type: T
Return Type:
T?
// AbstractVillager.setCustomNameVisible(visible as bool);myAbstractVillager.setCustomNameVisible(myBool);Parameters:
visible: bool Type: bool // AbstractVillager.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myAbstractVillager.setDeltaMovement(myDouble, myDouble, myDouble);Parameters:
xDelta: double Type: double yDelta: double Type: double zDelta: double Type: double // AbstractVillager.setDiscardFriction(discardFriction as bool);myAbstractVillager.setDiscardFriction(myBool);Parameters:
discardFriction: bool Type: bool myAbstractVillager.setDropChance(myEquipmentSlot, myFloat);Parameters:
slot: EquipmentSlot Type: EquipmentSlot chance: float Type: float // AbstractVillager.setGlowingTag(glowing as bool);myAbstractVillager.setGlowingTag(myBool);Parameters:
glowing: bool Type: bool myAbstractVillager.setGuaranteedDrop(myEquipmentSlot);Parameters:
slot: EquipmentSlot Type: EquipmentSlot // AbstractVillager.setHealth(health as float);myAbstractVillager.setHealth(myFloat);Parameters:
health: float Type: float // AbstractVillager.setInvisible(invisible as bool);myAbstractVillager.setInvisible(myBool);Parameters:
invisible: bool Type: bool // AbstractVillager.setInvulnerable(invulnerable as bool);myAbstractVillager.setInvulnerable(myBool);Parameters:
invulnerable: bool Type: bool // AbstractVillager.setIsInPowderSnow(inPowderSnow as bool);myAbstractVillager.setIsInPowderSnow(myBool);Parameters:
inPowderSnow: bool Type: bool myAbstractVillager.setItemInHand(myInteractionHand, myItemStack);Parameters:
hand: InteractionHand Type: InteractionHand myAbstractVillager.setItemSlot(myEquipmentSlot, myItemStack);Parameters:
slot: EquipmentSlot Type: EquipmentSlot // AbstractVillager.setJumping(jumping as bool);myAbstractVillager.setJumping(myBool);Parameters:
jumping: bool Type: bool myAbstractVillager.setLastHurtByMob(myLivingEntity);Parameters:
entity: LivingEntity Type: LivingEntity // AbstractVillager.setNoActionTime(idleTime as int);myAbstractVillager.setNoActionTime(myInt);Parameters:
idleTime: int Type: int // AbstractVillager.setNoGravity(noGravity as bool);myAbstractVillager.setNoGravity(myBool);Parameters:
noGravity: bool Type: bool // AbstractVillager.setOldPosAndRot();myAbstractVillager.setOldPosAndRot();// AbstractVillager.setOnGround(onGround as bool);myAbstractVillager.setOnGround(myBool);Parameters:
onGround: bool Type: bool // AbstractVillager.setPersistenceRequired();myAbstractVillager.setPersistenceRequired();// AbstractVillager.setPortalCooldown();myAbstractVillager.setPortalCooldown();// AbstractVillager.setPos(x as double, y as double, z as double);myAbstractVillager.setPos(myDouble, myDouble, myDouble);Parameters:
x: double Type: double y: double Type: double z: double Type: double // AbstractVillager.setPosRaw(x as double, y as double, z as double);myAbstractVillager.setPosRaw(myDouble, myDouble, myDouble);Parameters:
x: double Type: double y: double Type: double z: double Type: double // AbstractVillager.setRemainingFireTicks(ticks as int);myAbstractVillager.setRemainingFireTicks(myInt);Parameters:
ticks: int Type: int myAbstractVillager.setRemoved(myRemovalReason);Parameters:
var1: RemovalReason Type: RemovalReason // AbstractVillager.setSecondsOnFire(seconds as int);myAbstractVillager.setSecondsOnFire(myInt);Parameters:
seconds: int Type: int // AbstractVillager.setShiftKeyDown(keyDown as bool);myAbstractVillager.setShiftKeyDown(myBool);Parameters:
keyDown: bool Type: bool // AbstractVillager.setSilent(silent as bool);myAbstractVillager.setSilent(myBool);Parameters:
silent: bool Type: bool // AbstractVillager.setSpeed(speed as float);myAbstractVillager.setSpeed(myFloat);Parameters:
speed: float Type: float // AbstractVillager.setSprinting(sprinting as bool);myAbstractVillager.setSprinting(myBool);Parameters:
sprinting: bool Type: bool // AbstractVillager.setStingerCount(count as int);myAbstractVillager.setStingerCount(myInt);Parameters:
count: int Type: int // AbstractVillager.setSwimming(swimming as bool);myAbstractVillager.setSwimming(myBool);Parameters:
swimming: bool Type: bool // AbstractVillager.setTicksFrozen(ticks as int);myAbstractVillager.setTicksFrozen(myInt);Parameters:
ticks: int Type: int // AbstractVillager.shouldBeSaved as boolmyAbstractVillager.shouldBeSaved
Return Type:
bool
// AbstractVillager.shouldBeSaved() as bool;myAbstractVillager.shouldBeSaved();
Return Type:
bool
// AbstractVillager.shouldDiscardFriction as boolmyAbstractVillager.shouldDiscardFriction
Return Type:
bool
// AbstractVillager.shouldDiscardFriction() as bool;myAbstractVillager.shouldDiscardFriction();
Return Type:
bool
// AbstractVillager.shouldInformAdmins as boolmyAbstractVillager.shouldInformAdmins
Return Type:
bool
// AbstractVillager.shouldInformAdmins() as bool;myAbstractVillager.shouldInformAdmins();
Return Type:
bool
// AbstractVillager.shouldShowName as boolmyAbstractVillager.shouldShowName
Return Type:
bool
// AbstractVillager.shouldShowName() as bool;myAbstractVillager.shouldShowName();
Return Type:
bool
// AbstractVillager.showProgressBar as boolmyAbstractVillager.showProgressBar
Return Type:
bool
// AbstractVillager.showProgressBar() as bool;myAbstractVillager.showProgressBar();
Return Type:
bool
// AbstractVillager.showVehicleHealth as boolmyAbstractVillager.showVehicleHealth
Return Type:
bool
// AbstractVillager.showVehicleHealth() as bool;myAbstractVillager.showVehicleHealth();
Return Type:
bool
// AbstractVillager.soundSource as SoundSourcemyAbstractVillager.soundSource
Return Type:
SoundSource
// AbstractVillager.speed as floatmyAbstractVillager.speed
Return Type:
float
// AbstractVillager.speed() as float;myAbstractVillager.speed();
Return Type:
float
myAbstractVillager.startUsingItem(myInteractionHand);Parameters:
param0: InteractionHand Type: InteractionHand // AbstractVillager.stingerCount as intmyAbstractVillager.stingerCount
Return Type:
int
// AbstractVillager.stingerCount() as int;myAbstractVillager.stingerCount();
Return Type:
int
// AbstractVillager.stopRiding();myAbstractVillager.stopRiding();// AbstractVillager.stopSleeping();myAbstractVillager.stopSleeping();// AbstractVillager.stopUsingItem();myAbstractVillager.stopUsingItem();// AbstractVillager.stringUUID as stringmyAbstractVillager.stringUUID
Return Type:
string
// AbstractVillager.stringUUID() as string;myAbstractVillager.stringUUID();
Return Type:
string
myAbstractVillager.swing(myInteractionHand);Parameters:
hand: InteractionHand Type: InteractionHand myAbstractVillager.swing(myInteractionHand, myBool);Parameters:
hand: InteractionHand Type: InteractionHand updateSelf: bool Type: bool // AbstractVillager.tags as Set<string>myAbstractVillager.tags
Return Type:
Set<string>
// AbstractVillager.tags() as Set<string>;myAbstractVillager.tags();
Return Type:
Set<string>
// AbstractVillager.target as LivingEntitymyAbstractVillager.target
Return Type:
LivingEntity
myAbstractVillager.target = myLivingEntity;Parameters:
target: LivingEntity Type: LivingEntity // AbstractVillager.teamColor as intmyAbstractVillager.teamColor
Return Type:
int
// AbstractVillager.teamColor() as int;myAbstractVillager.teamColor();
Return Type:
int
// AbstractVillager.teleportTo(x as double, y as double, z as double);myAbstractVillager.teleportTo(myDouble, myDouble, myDouble);Parameters:
x: double Type: double y: double Type: double z: double Type: double // AbstractVillager.ticksFrozen as intmyAbstractVillager.ticksFrozen
Return Type:
int
// AbstractVillager.ticksFrozen() as int;myAbstractVillager.ticksFrozen();
Return Type:
int
// AbstractVillager.ticksRequiredToFreeze as intmyAbstractVillager.ticksRequiredToFreeze
Return Type:
int
// AbstractVillager.ticksRequiredToFreeze() as int;myAbstractVillager.ticksRequiredToFreeze();
Return Type:
int
// AbstractVillager.ticksUsingItem as intmyAbstractVillager.ticksUsingItem
Return Type:
int
// AbstractVillager.ticksUsingItem() as int;myAbstractVillager.ticksUsingItem();
Return Type:
int
// AbstractVillager.turn(yaw as double, pitch as double);myAbstractVillager.turn(myDouble, myDouble);Parameters:
yaw: double Type: double pitch: double Type: double myAbstractVillager.type
Return Type:
EntityType<Entity>
// AbstractVillager.unhappyCounter as intmyAbstractVillager.unhappyCounter
Return Type:
int
// AbstractVillager.unhappyCounter = (unhappyCounter as int);myAbstractVillager.unhappyCounter = myInt;Parameters:
unhappyCounter: int Type: int // AbstractVillager.unhappyCounter() as int;myAbstractVillager.unhappyCounter();
Return Type:
int
// AbstractVillager.unhappyCounter(unhappyCounter as int);myAbstractVillager.unhappyCounter(myInt);Parameters:
unhappyCounter: int Type: int // AbstractVillager.unRide();myAbstractVillager.unRide();// AbstractVillager.usedItemHand as InteractionHandmyAbstractVillager.usedItemHand
Return Type:
InteractionHand
// AbstractVillager.useItemRemainingTicks as intmyAbstractVillager.useItemRemainingTicks
Return Type:
int
// AbstractVillager.useItemRemainingTicks() as int;myAbstractVillager.useItemRemainingTicks();
Return Type:
int
// AbstractVillager.uuid as UUIDmyAbstractVillager.uuid
Return Type:
UUID
// AbstractVillager.uuid() as UUID;myAbstractVillager.uuid();
Return Type:
UUID
// AbstractVillager.villagerXp as intmyAbstractVillager.villagerXp
Return Type:
int
// AbstractVillager.villagerXp() as int;myAbstractVillager.villagerXp();
Return Type:
int
// AbstractVillager.voicePitch as floatmyAbstractVillager.voicePitch
Return Type:
float
// AbstractVillager.voicePitch() as float;myAbstractVillager.voicePitch();
Return Type:
float
// AbstractVillager.x as doublemyAbstractVillager.x
Return Type:
double
// AbstractVillager.x() as double;myAbstractVillager.x();
Return Type:
double
// AbstractVillager.y as doublemyAbstractVillager.y
Return Type:
double
// AbstractVillager.y() as double;myAbstractVillager.y();
Return Type:
double
// AbstractVillager.z as doublemyAbstractVillager.z
Return Type:
double
// AbstractVillager.z() as double;myAbstractVillager.z();
Return Type:
double