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