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.block.type.falling . FallingBlock;
FallingBlock extends Block
.
FallingBlock
implements the following interfaces:
Fallable
,ItemLike
Undocumented Interfaces IBlockExtension
, FeatureElement
// (FallingBlock | (other as CTBlockIngredient)) as CTBlockIngredient
myFallingBlock | myCTBlockIngredient
Return Type:
BlockIngredient
Checks whether this Block matches another Block. // (FallingBlock == (other as Block)) as bool
myFallingBlock == myBlock
Parameters:
other: Block
Type: Block
- The other Block to check if this Block matches.
Return Type:
bool
// FallingBlock as CTBlockIngredient
myFallingBlock as CTBlockIngredient
Return Type:
BlockIngredient
Gets the Item representation of this Block. ***NOTE:*** Not all Blocks have Items, for instance, a Lit Redstone Lamp does not have an Item. Returns : The Item representation of this Block.
// FallingBlock.asItem() as Item;
Return Type:
ItemDefinition
Gets the Item representation of this Block. ***NOTE:*** Not all Blocks have Items, for instance, a Lit Redstone Lamp does not have an Item.
Return Type:
ItemDefinition
Gets the block bracket handler syntax for this Block. E.G. <block:minecraft:dirt>
// FallingBlock.commandString as string
myFallingBlock . commandString
Return Type:
string
Gets the block bracket handler syntax for this Block. E.G. <block:minecraft:dirt>
Returns : The block bracket handler syntax for this Block.
// FallingBlock.commandString() as string;
myFallingBlock . commandString();
Return Type:
string
Gets the block bracket handler syntax for this Block. E.G. <block:minecraft:dirt>
// FallingBlock as string
Return Type:
string
Gets the default BlockState
of this Block. // FallingBlock.defaultState as BlockState
myFallingBlock . defaultState
Return Type:
BlockState
Gets the default BlockState
of this Block. Returns : The default BlockState
of this Block.
// FallingBlock.defaultState() as BlockState;
myFallingBlock . defaultState();
Return Type:
BlockState
Gets the translation key that is used to localize this Block. // FallingBlock.descriptionId as string
myFallingBlock . descriptionId
Return Type:
string
Gets the translation key that is used to localize this Block. Returns : The unlocalized name of this block.
// FallingBlock.descriptionId() as string;
myFallingBlock . descriptionId();
Return Type:
string
Checks if the opacity of this block is different in different areas of the Block. // FallingBlock.dynamicShape as bool
myFallingBlock . dynamicShape
Return Type:
bool
Checks if the opacity of this block is different in different areas of the Block. Returns : True if this Block has variable opacity. False otherwise.
// FallingBlock.dynamicShape() as bool;
myFallingBlock . dynamicShape();
Return Type:
bool
Gets the blast resistance of this Block. // FallingBlock.explosionResistance as float
myFallingBlock . explosionResistance
Return Type:
float
Sets the blast resistance of this Block. // FallingBlock.explosionResistance = (resistance as float);
myFallingBlock . explosionResistance = myFloat;
Parameters:
resistance: float
Type: float
- The new blast resistance of this Block.
Gets the blast resistance of this Block. Returns : The blast resistance of this Block.
// FallingBlock.explosionResistance() as float;
myFallingBlock . explosionResistance();
Return Type:
float
Sets the blast resistance of this Block. // FallingBlock.explosionResistance(resistance as float);
myFallingBlock . explosionResistance( 2 );
Parameters:
resistance: float
Type: float
- The new blast resistance of this Block.
Gets the friction of this Block. // FallingBlock.friction as float
Return Type:
float
Sets the friction of this Block. // FallingBlock.friction = (friction as float);
myFallingBlock . friction = myFloat;
Parameters:
friction: float
Type: float
- The new friction of this Block.
Gets the friction of this Block. Returns : The friction of this Block.
// FallingBlock.friction() as float;
myFallingBlock . friction();
Return Type:
float
Sets the friction of this Block. // FallingBlock.friction(friction as float);
myFallingBlock . friction( 2 );
Parameters:
friction: float
Type: float
- The new friction of this Block.
// FallingBlock.getDustColor(state as BlockState, level as Level, pos as BlockPos) as int;
myFallingBlock . getDustColor(myBlockState, myLevel, myBlockPos);
Return Type:
int
Gets the damage source used when this block falls on an entity. Returns : The damage source used when this block falls on an entity.
// FallingBlock.getFallDamageSource(entity as Entity) as DamageSource;
myFallingBlock . getFallDamageSource(myEntity);
Return Type:
DamageSource
Checks if entities can collide with this Block. // FallingBlock.hasCollision as bool
myFallingBlock . hasCollision
Return Type:
bool
Sets whether entities can collide with this Block. // FallingBlock.hasCollision = (canCollide as bool);
myFallingBlock . hasCollision = myBool;
Parameters:
canCollide: bool
Type: bool
- Can entities collide with this Block.
Checks if entities can collide with this Block. Returns : True if entities will collide with this Block. False otherwise.
// FallingBlock.hasCollision() as bool;
myFallingBlock . hasCollision();
Return Type:
bool
Sets whether entities can collide with this Block. // FallingBlock.hasCollision(canCollide as bool);
myFallingBlock . hasCollision( true );
Parameters:
canCollide: bool
Type: bool
- Can entities collide with this Block.
Checks if the given blockstate stops a block from falling through it. Returns : True if the blockstate can be fallen through, false otherwise.
// FallingBlock.isFree(state as BlockState) as bool;
FallingBlock . isFree( < blockstate : minecraft:dirt > );
Return Type:
bool
Checks if an entity can be spawned inside this Block. This is used to find valid spawn locations for players. Returns : True if an entity can be spawned in this Block. False Otherwise.
// FallingBlock.isPossibleToRespawnInThis(state as BlockState) as bool;
myFallingBlock . isPossibleToRespawnInThis(myBlockState);
Return Type:
bool
Gets the jump factor of this Block. // FallingBlock.jumpFactor as float
myFallingBlock . jumpFactor
Return Type:
float
Sets the jump factor of this Block. // FallingBlock.jumpFactor = (jumpFactor as float);
myFallingBlock . jumpFactor = myFloat;
Parameters:
jumpFactor: float
Type: float
- The new jump factor of this Block.
Gets the jump factor of this Block. Returns : The jump factor of this Block.
// FallingBlock.jumpFactor() as float;
myFallingBlock . jumpFactor();
Return Type:
float
Sets the jump factor of this Block. // FallingBlock.jumpFactor(jumpFactor as float);
myFallingBlock . jumpFactor( 2 );
Parameters:
jumpFactor: float
Type: float
- The new jump factor of this Block.
Gets the loot table id for this Block. // FallingBlock.lootTable as string
Return Type:
string
Gets the loot table id for this Block. Returns : The loot table id for this Block.
// FallingBlock.lootTable() as string;
myFallingBlock . lootTable();
Return Type:
string
Checks whether this Block matches another Block. Returns : True if this Block matches the other Block. False otherwise.
// FallingBlock.matches(other as Block) as bool;
myFallingBlock . matches(myBlock);
Parameters:
other: Block
Type: Block
- The other Block to check if this Block matches.
Return Type:
bool
Gets the name of this Block // FallingBlock.name as MutableComponent
Return Type:
MutableComponent
Gets the name of this Block Returns : The name of this block.
// FallingBlock.name() as MutableComponent;
Return Type:
MutableComponent
// FallingBlock.onBrokenAfterFall(level as Level, pos as BlockPos, fallingEntity as FallingBlockEntity);
myFallingBlock . onBrokenAfterFall(myLevel, myBlockPos, myFallingBlockEntity);
// FallingBlock.onLand(level as Level, pos as BlockPos, fallingState as BlockState, placeState as BlockState, fallingEntity as FallingBlockEntity);
myFallingBlock . onLand(myLevel, myBlockPos, myBlockState, myBlockState, myFallingBlockEntity);
Gets a list of valid BlockState
s for this Block. // FallingBlock.possibleStates as List<BlockState>
myFallingBlock . possibleStates
Return Type:
List <BlockState >
Gets a list of valid BlockState
s for this Block. Returns : A list of valid BlockState
s for this Block.
// FallingBlock.possibleStates() as List<BlockState>;
myFallingBlock . possibleStates();
Return Type:
List <BlockState >
Gets the registry name of this block. // FallingBlock.registryName as ResourceLocation
myFallingBlock . registryName
Return Type:
ResourceLocation
Gets the registry name of this block. Returns : A ResourceLocation of the registry name of this block.
// FallingBlock.registryName() as ResourceLocation;
myFallingBlock . registryName();
Return Type:
ResourceLocation
Gets the speed factor of this Block. // FallingBlock.speedFactor as float
myFallingBlock . speedFactor
Return Type:
float
Sets the speed factor of this Block. // FallingBlock.speedFactor = (speedFactor as float);
myFallingBlock . speedFactor = myFloat;
Parameters:
speedFactor: float
Type: float
- The new speed factor of this Block.
Gets the speed factor of this Block. Returns : The speed factor of this Block.
// FallingBlock.speedFactor() as float;
myFallingBlock . speedFactor();
Return Type:
float
Sets the speed factor of this Block. // FallingBlock.speedFactor(speedFactor as float);
myFallingBlock . speedFactor( 2 );
Parameters:
speedFactor: float
Type: float
- The new speed factor of this Block.