BowItem
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.item.type.projectileweapon.BowItem;
Extends
BowItem extends ProjectileWeaponItem
.
Implements
BowItem
implements the following interfaces:
Undocumented Interfaces
FeatureElement
,IItemExtension
Members
// BowItem.addAttributeModifier(attribute as Attribute, modifier as AttributeModifier, slot as EquipmentSlotGroup);myBowItem.addAttributeModifier(myAttribute, myAttributeModifier, myEquipmentSlotGroup);
Parameters:
modifier: AttributeModifier
Type: AttributeModifier
slot: EquipmentSlotGroup
Type: EquipmentSlotGroup
myBowItem.addEnchantment(myEnchantment, myInt);
Parameters:
enchantment: Enchantment
Type: Enchantment
level: int
Type: int
// BowItem as ItemDefinitionmyBowItem as Item
Return Type:
ItemDefinition
myBowItem.attributeModifiers = myItemAttributeModifiers;
Parameters:
modifiers: ItemAttributeModifiers
Type: ItemAttributeModifiers
myBowItem.bannerPatterns = myBannerPatternLayers;
Parameters:
patterns: BannerPatternLayers
Type: BannerPatternLayers
// BowItem.baseColor = (baseColor as DyeColor);myBowItem.baseColor = myDyeColor;
Parameters:
baseColor: DyeColor
Type: DyeColor
myBowItem.bees = myList;
Parameters:
occupants: List<BeehiveBlockEntityOccupant>
Type: List<BeehiveBlockEntityOccupant>
myBowItem.blockEntityData = myCustomData;
Parameters:
data: CustomData
Type: CustomData
myBowItem.blockState = myBlockItemStateProperties;
Parameters:
blockState: BlockItemStateProperties
Type: BlockItemStateProperties
myBowItem.bucketEntityData = myCustomData;
Parameters:
data: CustomData
Type: CustomData
myBowItem.bundleContents = myBundleContents;
Parameters:
bundleContents: BundleContents
Type: BundleContents
// BowItem.canBreak = (predicate as AdventureModePredicate);myBowItem.canBreak = myAdventureModePredicate;
Parameters:
predicate: AdventureModePredicate
Type: AdventureModePredicate
// BowItem.canPlaceOn = (predicate as AdventureModePredicate);myBowItem.canPlaceOn = myAdventureModePredicate;
Parameters:
predicate: AdventureModePredicate
Type: AdventureModePredicate
myBowItem.chargedProjectiles = myChargedProjectiles;
Parameters:
chargedProjectiles: ChargedProjectiles
Type: ChargedProjectiles
// BowItem.commandString as stringmyBowItem.commandString
Return Type:
string
// BowItem.commandString() as string;myBowItem.commandString();
Return Type:
string
myBowItem.container = myItemContainerContents;
Parameters:
container: ItemContainerContents
Type: ItemContainerContents
myBowItem.containerLoot = mySeededContainerLoot;
Parameters:
containerLoot: SeededContainerLoot
Type: SeededContainerLoot
// BowItem.creativeSlotLock = (creativeSlotLock as bool);myBowItem.creativeSlotLock = myBool;
Parameters:
creativeSlotLock: bool
Type: bool
myBowItem.customData = myCustomData;
Parameters:
customData: CustomData
Type: CustomData
myBowItem.customModelData = myCustomModelData;
Parameters:
modelData: CustomModelData
Type: CustomModelData
myBowItem.debugStickState = myDebugStickState;
Parameters:
debugStickState: DebugStickState
Type: DebugStickState
// BowItem.defaultInstance as IItemStackmyBowItem.defaultInstance
Return Type:
IItemStack
// BowItem as IItemStackmyBowItem as IItemStack
Return Type:
IItemStack
// BowItem.defaultProjectileRange as intmyBowItem.defaultProjectileRange
Return Type:
int
myBowItem.dyedColor = myDyedItemColor;
Parameters:
color: DyedItemColor
Type: DyedItemColor
// BowItem.enchantmentGlintOverride = (value as bool);myBowItem.enchantmentGlintOverride = myBool;
Parameters:
value: bool
Type: bool
myBowItem.enchantments = myItemEnchantments;
Parameters:
enchantments: ItemEnchantments
Type: ItemEnchantments
myBowItem.entityData = myCustomData;
Parameters:
data: CustomData
Type: CustomData
// BowItem.fireResistant = (intangibleProjectile as bool);myBowItem.fireResistant = myBool;
Parameters:
intangibleProjectile: bool
Type: bool
myBowItem.fireworkExplosion = myFireworkExplosion;
Parameters:
explosion: FireworkExplosion
Type: FireworkExplosion
myBowItem.food = myFoodProperties;
Parameters:
food: FoodProperties
Type: FoodProperties
Returns: the given time as a power value between 0 and 1
// BowItem.getPowerForTime(charge as int) as float;BowItem.getPowerForTime(5);
Parameters:
charge: int
Type: int
- The charge to convert
Return Type:
float
// BowItem.hideAdditionalTooltip = (hideAdditionalTooltip as bool);myBowItem.hideAdditionalTooltip = myBool;
Parameters:
hideAdditionalTooltip: bool
Type: bool
// BowItem.hideTooltip = (hideTooltip as bool);myBowItem.hideTooltip = myBool;
Parameters:
hideTooltip: bool
Type: bool
myBowItem.instrument = myInstrument;
Parameters:
instrument: Instrument
Type: Instrument
// BowItem.intangibleProjectile = (intangibleProjectile as bool);myBowItem.intangibleProjectile = myBool;
Parameters:
intangibleProjectile: bool
Type: bool
// BowItem.lockCode = (code as LockCode);myBowItem.lockCode = myLockCode;
Parameters:
code: LockCode
Type: LockCode
myBowItem.lodestoneTracker = myLodestoneTracker;
Parameters:
tracker: LodestoneTracker
Type: LodestoneTracker
myBowItem.mapColor = myMapItemColor;
Parameters:
mapColor: MapItemColor
Type: MapItemColor
myBowItem.mapDecorations = myMapDecorations;
Parameters:
mapDecorations: MapDecorations
Type: MapDecorations
// BowItem.mapId = (id as MapId);myBowItem.mapId = myMapId;
Parameters:
id: MapId
Type: MapId
myBowItem.mapPostProcessing = myMapPostProcessing;
Parameters:
mapPostProcessing: MapPostProcessing
Type: MapPostProcessing
// BowItem.maxDamage = (maxDamage as int);myBowItem.maxDamage = myInt;
Parameters:
maxDamage: int
Type: int
// BowItem.maxStackSize = (maxStackSize as int);myBowItem.maxStackSize = myInt;
Parameters:
maxStackSize: int
Type: int
myBowItem.noteBlockSound = myResourceLocation;
Parameters:
sound: ResourceLocation
Type: ResourceLocation
// BowItem.ominousBottleAmplifier = (amplifier as int);myBowItem.ominousBottleAmplifier = myInt;
Parameters:
amplifier: int
Type: int
myBowItem.potDecorations = myPotDecorations;
Parameters:
decorations: PotDecorations
Type: PotDecorations
// BowItem.potionContents = (potionContents as PotionContents);myBowItem.potionContents = myPotionContents;
Parameters:
potionContents: PotionContents
Type: PotionContents
myBowItem.profile = myResolvableProfile;
Parameters:
profile: ResolvableProfile
Type: ResolvableProfile
myBowItem.recipes = myList;
Parameters:
recipes: List<ResourceLocation>
Type: List<ResourceLocation>
// BowItem.registryName as ResourceLocationmyBowItem.registryName
Return Type:
ResourceLocation
myBowItem.remove(myDataComponentType);
Parameters:
type: DataComponentType<T>
Type: DataComponentType<T>
// BowItem.repairCost = (cost as int);myBowItem.repairCost = myInt;
Parameters:
cost: int
Type: int
myBowItem.setComponent<T>(myDataComponentType, myT);
Parameters:
type: DataComponentType<T>
Type: DataComponentType<T>
value: T
Type: T
myBowItem.setJsonComponent(myDataComponentType, myIData);
Parameters:
type: DataComponentType<T>
Type: DataComponentType<T>
myBowItem.storedEnchantments = myItemEnchantments;
Parameters:
storedEnchantments: ItemEnchantments
Type: ItemEnchantments
held projectiles are projectiles that can only be used when held in the off-hand while shooting / charging
myBowItem.supportedHeldProjectiles
Return Type:
function(t as ItemStack) as bool
myBowItem.suspiciousStewEffects = mySuspiciousStewEffects;
Parameters:
suspiciousStewEffects: SuspiciousStewEffects
Type: SuspiciousStewEffects
myBowItem.unbreakable = myUnbreakable;
Parameters:
unbreakable: Unbreakable
Type: Unbreakable
myBowItem.writableBookContent = myWritableBookContent;
Parameters:
writableBookContent: WritableBookContent
Type: WritableBookContent
myBowItem.writtenBookContent = myWrittenBookContent;
Parameters:
writtenBookContent: WrittenBookContent
Type: WrittenBookContent