Player
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.player.Player;
Extends
Player extends LivingEntity
.
Implements
Player
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
IPlayerExtension
,Attackable
,ILivingEntityExtension
,SyncedDataHolder
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
Members
// Player.absorptionAmount as floatmyPlayer.absorptionAmount
Return Type:
float
// Player.absorptionAmount() as float;myPlayer.absorptionAmount();
Return Type:
float
// Player.acceptsFailure as boolmyPlayer.acceptsFailure
Return Type:
bool
// Player.acceptsFailure() as bool;myPlayer.acceptsFailure();
Return Type:
bool
// Player.acceptsSuccess as boolmyPlayer.acceptsSuccess
Return Type:
bool
// Player.acceptsSuccess() as bool;myPlayer.acceptsSuccess();
Return Type:
bool
myPlayer.activeEffects
Return Type:
Collection<MobEffectInstance>
myPlayer.activeEffectsMap
Return Type:
MobEffectInstance[MobEffect]
myPlayer.addEffect(myMobEffectInstance);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
Return Type:
bool
myPlayer.addEffect(myMobEffectInstance, myEntity);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
Return Type:
bool
// Player.addTag(tagName as string) as bool;myPlayer.addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Player.airSupply as intmyPlayer.airSupply
Return Type:
int
// Player.airSupply() as int;myPlayer.airSupply();
Return Type:
int
// Player.alwaysAccepts as boolmyPlayer.alwaysAccepts
Return Type:
bool
// Player.alwaysAccepts() as bool;myPlayer.alwaysAccepts();
Return Type:
bool
// Player.armorCoverPercentage as floatmyPlayer.armorCoverPercentage
Return Type:
float
// Player.armorCoverPercentage() as float;myPlayer.armorCoverPercentage();
Return Type:
float
// Player.armorValue as intmyPlayer.armorValue
Return Type:
int
// Player.armorValue() as int;myPlayer.armorValue();
Return Type:
int
// Player.arrowCount as intmyPlayer.arrowCount
Return Type:
int
// Player.arrowCount() as int;myPlayer.arrowCount();
Return Type:
int
// Player.attackable as boolmyPlayer.attackable
Return Type:
bool
// Player.attackable() as bool;myPlayer.attackable();
Return Type:
bool
myPlayer.awardStat(myResourceLocation);
Parameters:
stat: ResourceLocation
Type: ResourceLocation
myPlayer.awardStat(myResourceLocation, myInt);
Parameters:
stat: ResourceLocation
Type: ResourceLocation
amount: int
Type: int
// Player.bbHeight as floatmyPlayer.bbHeight
Return Type:
float
// Player.bbHeight() as float;myPlayer.bbHeight();
Return Type:
float
// Player.bbWidth as floatmyPlayer.bbWidth
Return Type:
float
// Player.bbWidth() as float;myPlayer.bbWidth();
Return Type:
float
// Player.blockX as intmyPlayer.blockX
Return Type:
int
// Player.blockX() as int;myPlayer.blockX();
Return Type:
int
// Player.blockY as intmyPlayer.blockY
Return Type:
int
// Player.blockY() as int;myPlayer.blockY();
Return Type:
int
// Player.blockZ as intmyPlayer.blockZ
Return Type:
int
// Player.blockZ() as int;myPlayer.blockZ();
Return Type:
int
myPlayer.canAttack(myLivingEntity);
Parameters:
target: LivingEntity
Type: LivingEntity
Return Type:
bool
myPlayer.canBeAffected(myMobEffectInstance);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
Return Type:
bool
// Player.canBeCollidedWith as boolmyPlayer.canBeCollidedWith
Return Type:
bool
// Player.canBeCollidedWith() as bool;myPlayer.canBeCollidedWith();
Return Type:
bool
// Player.canBeSeenAsEnemy as boolmyPlayer.canBeSeenAsEnemy
Return Type:
bool
// Player.canBeSeenAsEnemy() as bool;myPlayer.canBeSeenAsEnemy();
Return Type:
bool
// Player.canBeSeenByAnyone as boolmyPlayer.canBeSeenByAnyone
Return Type:
bool
// Player.canBeSeenByAnyone() as bool;myPlayer.canBeSeenByAnyone();
Return Type:
bool
// Player.canBreatheUnderwater as boolmyPlayer.canBreatheUnderwater
Return Type:
bool
// Player.canBreatheUnderwater as boolmyPlayer.canBreatheUnderwater
Return Type:
bool
// Player.canBreatheUnderwater() as bool;myPlayer.canBreatheUnderwater();
Return Type:
bool
// Player.canBreatheUnderwater() as bool;myPlayer.canBreatheUnderwater();
Return Type:
bool
// Player.canEat(ignoreHunger as bool) as bool;myPlayer.canEat(myBool);
Parameters:
ignoreHunger: bool
Type: bool
Return Type:
bool
// Player.canFreeze as boolmyPlayer.canFreeze
Return Type:
bool
// Player.canFreeze() as bool;myPlayer.canFreeze();
Return Type:
bool
// Player.canUseGameMasterBlocks as boolmyPlayer.canUseGameMasterBlocks
Return Type:
bool
// Player.canUseGameMasterBlocks() as bool;myPlayer.canUseGameMasterBlocks();
Return Type:
bool
// Player.causeFoodExhaustion(exhaustion as float);myPlayer.causeFoodExhaustion(myFloat);
Parameters:
exhaustion: float
Type: float
// Player.clearFire();myPlayer.clearFire();
// Player.clearSleepingPos();myPlayer.clearSleepingPos();
// Player.cooldowns as ItemCooldownsmyPlayer.cooldowns
Return Type:
ItemCooldowns
// Player.currentItemAttackStrengthDelay as floatmyPlayer.currentItemAttackStrengthDelay
Return Type:
float
// Player.currentItemAttackStrengthDelay() as float;myPlayer.currentItemAttackStrengthDelay();
Return Type:
float
// Player.dampensVibrations as boolmyPlayer.dampensVibrations
Return Type:
bool
// Player.dampensVibrations() as bool;myPlayer.dampensVibrations();
Return Type:
bool
myPlayer.die(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
// Player.dimensionChangingDelay as intmyPlayer.dimensionChangingDelay
Return Type:
int
// Player.dimensionChangingDelay() as int;myPlayer.dimensionChangingDelay();
Return Type:
int
// Player.disableShield();myPlayer.disableShield();
// Player.discard();myPlayer.discard();
// Player.dismountsUnderwater as boolmyPlayer.dismountsUnderwater
Return Type:
bool
// Player.distanceToSqr(x as double, y as double, z as double) as double;myPlayer.distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
myPlayer.drop(myItemStack, myBool);
Return Type:
ItemEntity
// Player.ejectPassengers();myPlayer.ejectPassengers();
// Player.enchantmentSeed as intmyPlayer.enchantmentSeed
Return Type:
int
// Player.enchantmentSeed() as int;myPlayer.enchantmentSeed();
Return Type:
int
// Player.experienceLevel as intmyPlayer.experienceLevel
Return Type:
int
// Player.experienceLevel = (level as int);myPlayer.experienceLevel = myInt;
Parameters:
level: int
Type: int
// Player.experienceLevel() as int;myPlayer.experienceLevel();
Return Type:
int
// Player.experienceLevel(level as int);myPlayer.experienceLevel(myInt);
Parameters:
level: int
Type: int
// Player.eyeHeight as floatmyPlayer.eyeHeight
Return Type:
float
// Player.eyeHeight() as float;myPlayer.eyeHeight();
Return Type:
float
// Player.eyeY as doublemyPlayer.eyeY
Return Type:
double
// Player.eyeY() as double;myPlayer.eyeY();
Return Type:
double
// Player.fallFlyingTicks as intmyPlayer.fallFlyingTicks
Return Type:
int
// Player.fallFlyingTicks() as int;myPlayer.fallFlyingTicks();
Return Type:
int
// Player.fireImmune as boolmyPlayer.fireImmune
Return Type:
bool
// Player.fireImmune() as bool;myPlayer.fireImmune();
Return Type:
bool
// Player.fireTicks as intmyPlayer.fireTicks
Return Type:
int
// Player.fireTicks = (ticks as int);myPlayer.fireTicks = myInt;
Parameters:
ticks: int
Type: int
// Player.fluidJumpThreshold as doublemyPlayer.fluidJumpThreshold
Return Type:
double
// Player.fluidJumpThreshold() as double;myPlayer.fluidJumpThreshold();
Return Type:
double
myPlayer.forceAddEffect(myMobEffectInstance, myEntity);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
myPlayer.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
myPlayer.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
myPlayer.getAttribute(myAttribute);
Return Type:
AttributeInstance
myPlayer.getDestroySpeed(myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
float
myPlayer.getEffect(myMobEffect);
Return Type:
MobEffectInstance
myPlayer.getItemBySlot(myEquipmentSlot);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
Return Type:
ItemStack
myPlayer.getItemInHand(myInteractionHand);
Parameters:
hand: InteractionHand
Type: InteractionHand
Return Type:
ItemStack
// Player.getSwimAmount(partialTicks as float) as float;myPlayer.getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
float
// Player.getX(scale as double) as double;myPlayer.getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Player.getY(scale as double) as double;myPlayer.getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Player.getZ(scale as double) as double;myPlayer.getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
myPlayer.give(myIItemStack, myInt);
Parameters:
stack: IItemStack
Type: IItemStack
slot: int
(optional) Type: int
Default Value: -1
// Player.giveExperienceLevels(levels as int);myPlayer.giveExperienceLevels(myInt);
Parameters:
levels: int
Type: int
// Player.giveExperiencePoints(amount as int);myPlayer.giveExperiencePoints(myInt);
Parameters:
amount: int
Type: int
myPlayer.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
myPlayer.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
myPlayer.hasCorrectToolForDrops(myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// Player.hasCustomName as boolmyPlayer.hasCustomName
Return Type:
bool
// Player.hasCustomName as boolmyPlayer.hasCustomName
Return Type:
bool
// Player.hasCustomName() as bool;myPlayer.hasCustomName();
Return Type:
bool
// Player.hasCustomName() as bool;myPlayer.hasCustomName();
Return Type:
bool
// Player.hasExactlyOnePlayerPassenger as boolmyPlayer.hasExactlyOnePlayerPassenger
Return Type:
bool
// Player.hasExactlyOnePlayerPassenger() as bool;myPlayer.hasExactlyOnePlayerPassenger();
Return Type:
bool
// Player.hasGlowingTag as boolmyPlayer.hasGlowingTag
Return Type:
bool
// Player.hasGlowingTag() as bool;myPlayer.hasGlowingTag();
Return Type:
bool
myPlayer.hasItemInSlot(myEquipmentSlot);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
Return Type:
bool
// Player.heal(amount as float);myPlayer.heal(myFloat);
Parameters:
amount: float
Type: float
// Player.health as floatmyPlayer.health
Return Type:
float
// Player.health() as float;myPlayer.health();
Return Type:
float
myPlayer.hurt(myDamageSource, myFloat);
Parameters:
source: DamageSource
Type: DamageSource
amount: float
Type: float
Return Type:
bool
// Player.id as intmyPlayer.id
Return Type:
int
// Player.id() as int;myPlayer.id();
Return Type:
int
// Player.inBlockState as BlockStatemyPlayer.inBlockState
Return Type:
BlockState
// Player.increaseScore(score as int);myPlayer.increaseScore(myInt);
Parameters:
score: int
Type: int
// Player.isAffectedByPotions as boolmyPlayer.isAffectedByPotions
Return Type:
bool
// Player.isAffectedByPotions() as bool;myPlayer.isAffectedByPotions();
Return Type:
bool
// Player.isAlive as boolmyPlayer.isAlive
Return Type:
bool
// Player.isAlive() as bool;myPlayer.isAlive();
Return Type:
bool
// Player.isAlwaysTicking as boolmyPlayer.isAlwaysTicking
Return Type:
bool
// Player.isAlwaysTicking() as bool;myPlayer.isAlwaysTicking();
Return Type:
bool
// Player.isAttackable as boolmyPlayer.isAttackable
Return Type:
bool
// Player.isAttackable() as bool;myPlayer.isAttackable();
Return Type:
bool
// Player.isAutoSpinAttack as boolmyPlayer.isAutoSpinAttack
Return Type:
bool
// Player.isAutoSpinAttack() as bool;myPlayer.isAutoSpinAttack();
Return Type:
bool
// Player.isBaby as boolmyPlayer.isBaby
Return Type:
bool
// Player.isBaby() as bool;myPlayer.isBaby();
Return Type:
bool
// Player.isBlocking as boolmyPlayer.isBlocking
Return Type:
bool
// Player.isBlocking() as bool;myPlayer.isBlocking();
Return Type:
bool
myPlayer.isColliding(myBlockPos, myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// Player.isCreative as boolmyPlayer.isCreative
Return Type:
bool
// Player.isCreative() as bool;myPlayer.isCreative();
Return Type:
bool
// Player.isCrouching as boolmyPlayer.isCrouching
Return Type:
bool
// Player.isCrouching() as bool;myPlayer.isCrouching();
Return Type:
bool
// Player.isCurrentlyGlowing as boolmyPlayer.isCurrentlyGlowing
Return Type:
bool
// Player.isCurrentlyGlowing as boolmyPlayer.isCurrentlyGlowing
Return Type:
bool
// Player.isCurrentlyGlowing() as bool;myPlayer.isCurrentlyGlowing();
Return Type:
bool
// Player.isCurrentlyGlowing() as bool;myPlayer.isCurrentlyGlowing();
Return Type:
bool
// Player.isCustomNameVisible as boolmyPlayer.isCustomNameVisible
Return Type:
bool
// Player.isCustomNameVisible() as bool;myPlayer.isCustomNameVisible();
Return Type:
bool
myPlayer.isDamageSourceBlocked(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// Player.isDeadOrDying as boolmyPlayer.isDeadOrDying
Return Type:
bool
// Player.isDeadOrDying() as bool;myPlayer.isDeadOrDying();
Return Type:
bool
// Player.isDescending as boolmyPlayer.isDescending
Return Type:
bool
// Player.isDescending() as bool;myPlayer.isDescending();
Return Type:
bool
// Player.isDiscrete as boolmyPlayer.isDiscrete
Return Type:
bool
// Player.isDiscrete() as bool;myPlayer.isDiscrete();
Return Type:
bool
// Player.isFakePlayer as boolmyPlayer.isFakePlayer
Return Type:
bool
// Player.isFallFlying as boolmyPlayer.isFallFlying
Return Type:
bool
// Player.isFallFlying() as bool;myPlayer.isFallFlying();
Return Type:
bool
// Player.isFree(x as double, y as double, z as double) as bool;myPlayer.isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// Player.isFullyFrozen as boolmyPlayer.isFullyFrozen
Return Type:
bool
// Player.isFullyFrozen() as bool;myPlayer.isFullyFrozen();
Return Type:
bool
myPlayer.isHolding(myItem);
Parameters:
item: ItemDefinition
Type: ItemDefinition
Return Type:
bool
// Player.isHurt as boolmyPlayer.isHurt
Return Type:
bool
// Player.isHurt() as bool;myPlayer.isHurt();
Return Type:
bool
// Player.isInLava as boolmyPlayer.isInLava
Return Type:
bool
// Player.isInLava() as bool;myPlayer.isInLava();
Return Type:
bool
// Player.isInvertedHealAndHarm as boolmyPlayer.isInvertedHealAndHarm
Return Type:
bool
// Player.isInvertedHealAndHarm() as bool;myPlayer.isInvertedHealAndHarm();
Return Type:
bool
// Player.isInvisible as boolmyPlayer.isInvisible
Return Type:
bool
// Player.isInvisible() as bool;myPlayer.isInvisible();
Return Type:
bool
// Player.isInvulnerable as boolmyPlayer.isInvulnerable
Return Type:
bool
// Player.isInvulnerable() as bool;myPlayer.isInvulnerable();
Return Type:
bool
myPlayer.isInvulnerableTo(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// Player.isInWall as boolmyPlayer.isInWall
Return Type:
bool
// Player.isInWall() as bool;myPlayer.isInWall();
Return Type:
bool
// Player.isInWater as boolmyPlayer.isInWater
Return Type:
bool
// Player.isInWater() as bool;myPlayer.isInWater();
Return Type:
bool
// Player.isInWaterOrBubble as boolmyPlayer.isInWaterOrBubble
Return Type:
bool
// Player.isInWaterOrBubble() as bool;myPlayer.isInWaterOrBubble();
Return Type:
bool
// Player.isInWaterOrRain as boolmyPlayer.isInWaterOrRain
Return Type:
bool
// Player.isInWaterOrRain() as bool;myPlayer.isInWaterOrRain();
Return Type:
bool
// Player.isInWaterRainOrBubble as boolmyPlayer.isInWaterRainOrBubble
Return Type:
bool
// Player.isInWaterRainOrBubble() as bool;myPlayer.isInWaterRainOrBubble();
Return Type:
bool
// Player.isLocalPlayer as boolmyPlayer.isLocalPlayer
Return Type:
bool
// Player.isLocalPlayer() as bool;myPlayer.isLocalPlayer();
Return Type:
bool
// Player.isNoGravity as boolmyPlayer.isNoGravity
Return Type:
bool
// Player.isNoGravity() as bool;myPlayer.isNoGravity();
Return Type:
bool
// Player.isOnFire as boolmyPlayer.isOnFire
Return Type:
bool
// Player.isOnFire() as bool;myPlayer.isOnFire();
Return Type:
bool
// Player.isOnPortalCooldown as boolmyPlayer.isOnPortalCooldown
Return Type:
bool
// Player.isOnPortalCooldown() as bool;myPlayer.isOnPortalCooldown();
Return Type:
bool
// Player.isPassenger as boolmyPlayer.isPassenger
Return Type:
bool
// Player.isPassenger() as bool;myPlayer.isPassenger();
Return Type:
bool
// Player.isPickable as boolmyPlayer.isPickable
Return Type:
bool
// Player.isPickable() as bool;myPlayer.isPickable();
Return Type:
bool
// Player.isPushable as boolmyPlayer.isPushable
Return Type:
bool
// Player.isPushable() as bool;myPlayer.isPushable();
Return Type:
bool
// Player.isPushedByFluid as boolmyPlayer.isPushedByFluid
Return Type:
bool
// Player.isPushedByFluid() as bool;myPlayer.isPushedByFluid();
Return Type:
bool
// Player.isReducedDebugInfo as boolmyPlayer.isReducedDebugInfo
Return Type:
bool
// Player.isReducedDebugInfo() as bool;myPlayer.isReducedDebugInfo();
Return Type:
bool
// Player.isRemoved as boolmyPlayer.isRemoved
Return Type:
bool
// Player.isRemoved() as bool;myPlayer.isRemoved();
Return Type:
bool
// Player.isScoping as boolmyPlayer.isScoping
Return Type:
bool
// Player.isScoping() as bool;myPlayer.isScoping();
Return Type:
bool
// Player.isSecondaryUseActive as boolmyPlayer.isSecondaryUseActive
Return Type:
bool
// Player.isSecondaryUseActive() as bool;myPlayer.isSecondaryUseActive();
Return Type:
bool
// Player.isSensitiveToWater as boolmyPlayer.isSensitiveToWater
Return Type:
bool
// Player.isSensitiveToWater() as bool;myPlayer.isSensitiveToWater();
Return Type:
bool
// Player.isShiftKeyDown as boolmyPlayer.isShiftKeyDown
Return Type:
bool
// Player.isShiftKeyDown() as bool;myPlayer.isShiftKeyDown();
Return Type:
bool
// Player.isSilent as boolmyPlayer.isSilent
Return Type:
bool
// Player.isSilent() as bool;myPlayer.isSilent();
Return Type:
bool
// Player.isSleeping as boolmyPlayer.isSleeping
Return Type:
bool
// Player.isSleeping() as bool;myPlayer.isSleeping();
Return Type:
bool
// Player.isSleepingLongEnough as boolmyPlayer.isSleepingLongEnough
Return Type:
bool
// Player.isSleepingLongEnough() as bool;myPlayer.isSleepingLongEnough();
Return Type:
bool
// Player.isSpectator as boolmyPlayer.isSpectator
Return Type:
bool
// Player.isSpectator() as bool;myPlayer.isSpectator();
Return Type:
bool
// Player.isSprinting as boolmyPlayer.isSprinting
Return Type:
bool
// Player.isSprinting() as bool;myPlayer.isSprinting();
Return Type:
bool
// Player.isSteppingCarefully as boolmyPlayer.isSteppingCarefully
Return Type:
bool
// Player.isSteppingCarefully() as bool;myPlayer.isSteppingCarefully();
Return Type:
bool
// Player.isSuppressingBounce as boolmyPlayer.isSuppressingBounce
Return Type:
bool
// Player.isSuppressingBounce() as bool;myPlayer.isSuppressingBounce();
Return Type:
bool
// Player.isSuppressingSlidingDownLadder as boolmyPlayer.isSuppressingSlidingDownLadder
Return Type:
bool
// Player.isSuppressingSlidingDownLadder() as bool;myPlayer.isSuppressingSlidingDownLadder();
Return Type:
bool
// Player.isSwimming as boolmyPlayer.isSwimming
Return Type:
bool
// Player.isSwimming() as bool;myPlayer.isSwimming();
Return Type:
bool
// Player.isUnderWater as boolmyPlayer.isUnderWater
Return Type:
bool
// Player.isUnderWater() as bool;myPlayer.isUnderWater();
Return Type:
bool
// Player.isUsingItem as boolmyPlayer.isUsingItem
Return Type:
bool
// Player.isUsingItem() as bool;myPlayer.isUsingItem();
Return Type:
bool
// Player.isVehicle as boolmyPlayer.isVehicle
Return Type:
bool
// Player.isVehicle() as bool;myPlayer.isVehicle();
Return Type:
bool
// Player.isVisuallyCrawling as boolmyPlayer.isVisuallyCrawling
Return Type:
bool
// Player.isVisuallyCrawling() as bool;myPlayer.isVisuallyCrawling();
Return Type:
bool
// Player.isVisuallySwimming as boolmyPlayer.isVisuallySwimming
Return Type:
bool
// Player.isVisuallySwimming as boolmyPlayer.isVisuallySwimming
Return Type:
bool
// Player.isVisuallySwimming() as bool;myPlayer.isVisuallySwimming();
Return Type:
bool
// Player.isVisuallySwimming() as bool;myPlayer.isVisuallySwimming();
Return Type:
bool
// Player.jumpBoostPower as doublemyPlayer.jumpBoostPower
Return Type:
double
// Player.jumpBoostPower() as double;myPlayer.jumpBoostPower();
Return Type:
double
// Player.jumpFromGround();myPlayer.jumpFromGround();
// Player.kill();myPlayer.kill();
// Player.killCredit as LivingEntitymyPlayer.killCredit
Return Type:
LivingEntity
// Player.knockback(x as double, y as double, z as double);myPlayer.knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Player.lastDamageSource as DamageSourcemyPlayer.lastDamageSource
Return Type:
DamageSource
// Player.lastHurtByMob as LivingEntitymyPlayer.lastHurtByMob
Return Type:
LivingEntity
// Player.lastHurtByMobTimestamp as intmyPlayer.lastHurtByMobTimestamp
Return Type:
int
// Player.lastHurtByMobTimestamp() as int;myPlayer.lastHurtByMobTimestamp();
Return Type:
int
// Player.lastHurtMob as LivingEntitymyPlayer.lastHurtMob
Return Type:
LivingEntity
// Player.lastHurtMobTimestamp as intmyPlayer.lastHurtMobTimestamp
Return Type:
int
// Player.lastHurtMobTimestamp() as int;myPlayer.lastHurtMobTimestamp();
Return Type:
int
// Player.lavaHurt();myPlayer.lavaHurt();
// Player.lootTable as ResourceLocationmyPlayer.lootTable
Return Type:
ResourceLocation
// Player.lootTableSeed as longmyPlayer.lootTableSeed
Return Type:
long
// Player.luck as floatmyPlayer.luck
Return Type:
float
// Player.luck() as float;myPlayer.luck();
Return Type:
float
// Player.mainArm as HumanoidArmmyPlayer.mainArm
Return Type:
HumanoidArm
// Player.maxAirSupply as intmyPlayer.maxAirSupply
Return Type:
int
// Player.maxAirSupply() as int;myPlayer.maxAirSupply();
Return Type:
int
// Player.maxFallDistance as intmyPlayer.maxFallDistance
Return Type:
int
// Player.maxFallDistance() as int;myPlayer.maxFallDistance();
Return Type:
int
// Player.maxHealth as floatmyPlayer.maxHealth
Return Type:
float
// Player.maxHealth() as float;myPlayer.maxHealth();
Return Type:
float
// Player.mayBuild as boolmyPlayer.mayBuild
Return Type:
bool
// Player.mayBuild() as bool;myPlayer.mayBuild();
Return Type:
bool
// Player.moveTo(x as double, y as double, z as double);myPlayer.moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Player.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myPlayer.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
// Player.noActionTime as intmyPlayer.noActionTime
Return Type:
int
// Player.noActionTime() as int;myPlayer.noActionTime();
Return Type:
int
// Player.onGround as boolmyPlayer.onGround
Return Type:
bool
// Player.percentFrozen as floatmyPlayer.percentFrozen
Return Type:
float
// Player.percentFrozen() as float;myPlayer.percentFrozen();
Return Type:
float
// Player.pistonPushReaction as PushReactionmyPlayer.pistonPushReaction
Return Type:
PushReaction
// Player.playNotifySound(event as SoundEvent, source as SoundSource, volume as float, pitch as float);myPlayer.playNotifySound(mySoundEvent, mySoundSource, myFloat, myFloat);
Parameters:
event: SoundEvent
Type: SoundEvent
source: SoundSource
Type: SoundSource
volume: float
Type: float
pitch: float
Type: float
myPlayer.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
// Player.portalWaitTime as intmyPlayer.portalWaitTime
Return Type:
int
// Player.portalWaitTime() as int;myPlayer.portalWaitTime();
Return Type:
int
// Player.random as RandomSourcemyPlayer.random
Return Type:
RandomSource
// Player.registryName as ResourceLocationmyPlayer.registryName
Return Type:
ResourceLocation
// Player.releaseUsingItem();myPlayer.releaseUsingItem();
// Player.removeAllEffects() as bool;myPlayer.removeAllEffects();
Return Type:
bool
myPlayer.removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
// Player.removeTag(tagName as string) as bool;myPlayer.removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Player.removeVehicle();myPlayer.removeVehicle();
// Player.respawn();myPlayer.respawn();
// Player.scale as floatmyPlayer.scale
Return Type:
float
// Player.scale() as float;myPlayer.scale();
Return Type:
float
// Player.score as intmyPlayer.score
Return Type:
int
// Player.score() as int;myPlayer.score();
Return Type:
int
// Player.setAbsorptionAmount(absorption as float);myPlayer.setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
// Player.setAirSupply(air as int);myPlayer.setAirSupply(myInt);
Parameters:
air: int
Type: int
// Player.setArrowCount(count as int);myPlayer.setArrowCount(myInt);
Parameters:
count: int
Type: int
myPlayer.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
myPlayer.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// Player.setCustomNameVisible(visible as bool);myPlayer.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
// Player.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myPlayer.setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// Player.setDiscardFriction(discardFriction as bool);myPlayer.setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
// Player.setGlowingTag(glowing as bool);myPlayer.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
// Player.setHealth(health as float);myPlayer.setHealth(myFloat);
Parameters:
health: float
Type: float
// Player.setInvisible(invisible as bool);myPlayer.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// Player.setInvulnerable(invulnerable as bool);myPlayer.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// Player.setIsInPowderSnow(inPowderSnow as bool);myPlayer.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
myPlayer.setItemInHand(myInteractionHand, myItemStack);
Parameters:
hand: InteractionHand
Type: InteractionHand
myPlayer.setItemSlot(myEquipmentSlot, myItemStack);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
// Player.setJumping(jumping as bool);myPlayer.setJumping(myBool);
Parameters:
jumping: bool
Type: bool
myPlayer.setLastHurtByMob(myLivingEntity);
Parameters:
entity: LivingEntity
Type: LivingEntity
myPlayer.setMainArm(myHumanoidArm);
Parameters:
arm: HumanoidArm
Type: HumanoidArm
// Player.setNoActionTime(idleTime as int);myPlayer.setNoActionTime(myInt);
Parameters:
idleTime: int
Type: int
// Player.setNoGravity(noGravity as bool);myPlayer.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// Player.setOldPosAndRot();myPlayer.setOldPosAndRot();
// Player.setOnGround(onGround as bool);myPlayer.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// Player.setPortalCooldown();myPlayer.setPortalCooldown();
// Player.setPos(x as double, y as double, z as double);myPlayer.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Player.setPosRaw(x as double, y as double, z as double);myPlayer.setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Player.setReducedDebugInfo(reducedDebugInfo as bool);myPlayer.setReducedDebugInfo(myBool);
Parameters:
reducedDebugInfo: bool
Type: bool
myPlayer.setRemoved(myRemovalReason);
Parameters:
var1: RemovalReason
Type: RemovalReason
// Player.setScore(score as int);myPlayer.setScore(myInt);
Parameters:
score: int
Type: int
// Player.setShiftKeyDown(keyDown as bool);myPlayer.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
// Player.setSilent(silent as bool);myPlayer.setSilent(myBool);
Parameters:
silent: bool
Type: bool
// Player.setSpeed(speed as float);myPlayer.setSpeed(myFloat);
Parameters:
speed: float
Type: float
// Player.setSprinting(sprinting as bool);myPlayer.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// Player.setStingerCount(count as int);myPlayer.setStingerCount(myInt);
Parameters:
count: int
Type: int
// Player.setSwimming(swimming as bool);myPlayer.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// Player.setTicksFrozen(ticks as int);myPlayer.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
// Player.shouldBeSaved as boolmyPlayer.shouldBeSaved
Return Type:
bool
// Player.shouldBeSaved() as bool;myPlayer.shouldBeSaved();
Return Type:
bool
// Player.shouldDiscardFriction as boolmyPlayer.shouldDiscardFriction
Return Type:
bool
// Player.shouldDiscardFriction() as bool;myPlayer.shouldDiscardFriction();
Return Type:
bool
// Player.shouldInformAdmins as boolmyPlayer.shouldInformAdmins
Return Type:
bool
// Player.shouldInformAdmins() as bool;myPlayer.shouldInformAdmins();
Return Type:
bool
// Player.shouldShowName as boolmyPlayer.shouldShowName
Return Type:
bool
// Player.shouldShowName() as bool;myPlayer.shouldShowName();
Return Type:
bool
// Player.showVehicleHealth as boolmyPlayer.showVehicleHealth
Return Type:
bool
// Player.showVehicleHealth() as bool;myPlayer.showVehicleHealth();
Return Type:
bool
// Player.sleepTimer as intmyPlayer.sleepTimer
Return Type:
int
// Player.sleepTimer() as int;myPlayer.sleepTimer();
Return Type:
int
// Player.soundSource as SoundSourcemyPlayer.soundSource
Return Type:
SoundSource
// Player.speed as floatmyPlayer.speed
Return Type:
float
// Player.speed() as float;myPlayer.speed();
Return Type:
float
myPlayer.startUsingItem(myInteractionHand);
Parameters:
param0: InteractionHand
Type: InteractionHand
// Player.stingerCount as intmyPlayer.stingerCount
Return Type:
int
// Player.stingerCount() as int;myPlayer.stingerCount();
Return Type:
int
// Player.stopRiding();myPlayer.stopRiding();
// Player.stopSleeping();myPlayer.stopSleeping();
// Player.stopUsingItem();myPlayer.stopUsingItem();
// Player.stringUUID as stringmyPlayer.stringUUID
Return Type:
string
// Player.stringUUID() as string;myPlayer.stringUUID();
Return Type:
string
// Player.sweepAttack();myPlayer.sweepAttack();
myPlayer.swing(myInteractionHand);
Parameters:
hand: InteractionHand
Type: InteractionHand
myPlayer.swing(myInteractionHand, myBool);
Parameters:
hand: InteractionHand
Type: InteractionHand
updateSelf: bool
Type: bool
// Player.tags as Set<string>myPlayer.tags
Return Type:
Set<string>
// Player.tags() as Set<string>;myPlayer.tags();
Return Type:
Set<string>
// Player.teamColor as intmyPlayer.teamColor
Return Type:
int
// Player.teamColor() as int;myPlayer.teamColor();
Return Type:
int
// Player.teleportTo(x as double, y as double, z as double);myPlayer.teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Player.ticksFrozen as intmyPlayer.ticksFrozen
Return Type:
int
// Player.ticksFrozen() as int;myPlayer.ticksFrozen();
Return Type:
int
// Player.ticksRequiredToFreeze as intmyPlayer.ticksRequiredToFreeze
Return Type:
int
// Player.ticksRequiredToFreeze() as int;myPlayer.ticksRequiredToFreeze();
Return Type:
int
// Player.ticksUsingItem as intmyPlayer.ticksUsingItem
Return Type:
int
// Player.ticksUsingItem() as int;myPlayer.ticksUsingItem();
Return Type:
int
// Player.turn(yaw as double, pitch as double);myPlayer.turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
myPlayer.type
Return Type:
EntityType<Entity>
// Player.unRide();myPlayer.unRide();
// Player.usedItemHand as InteractionHandmyPlayer.usedItemHand
Return Type:
InteractionHand
// Player.useItemRemainingTicks as intmyPlayer.useItemRemainingTicks
Return Type:
int
// Player.useItemRemainingTicks() as int;myPlayer.useItemRemainingTicks();
Return Type:
int
// Player.uuid as UUIDmyPlayer.uuid
Return Type:
UUID
// Player.uuid() as UUID;myPlayer.uuid();
Return Type:
UUID
// Player.voicePitch as floatmyPlayer.voicePitch
Return Type:
float
// Player.voicePitch() as float;myPlayer.voicePitch();
Return Type:
float
// Player.x as doublemyPlayer.x
Return Type:
double
// Player.x() as double;myPlayer.x();
Return Type:
double
// Player.xpNeededForNextLevel as intmyPlayer.xpNeededForNextLevel
Return Type:
int
// Player.xpNeededForNextLevel() as int;myPlayer.xpNeededForNextLevel();
Return Type:
int
// Player.y as doublemyPlayer.y
Return Type:
double
// Player.y() as double;myPlayer.y();
Return Type:
double
// Player.z as doublemyPlayer.z
Return Type:
double
// Player.z() as double;myPlayer.z();
Return Type:
double