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FallingBlock

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.

script.zs
import crafttweaker.api.block.type.falling.FallingBlock;

Description

Extends

FallingBlock extends Block.

Implements

FallingBlock implements the following interfaces:

Fallable,ItemLike

Undocumented Interfaces

IBlockExtension,FeatureElement

Operators

|(other as CTBlockIngredient) as CTBlockIngredient
script.zs
// (FallingBlock | (other as CTBlockIngredient)) as CTBlockIngredient
myFallingBlock | myCTBlockIngredient

Parameters:

Return Type: BlockIngredient

==(other as Block) as bool
Checks whether this Block matches another Block.
script.zs
// (FallingBlock == (other as Block)) as bool
myFallingBlock == myBlock

Parameters:

other Type: Block - The other Block to check if this Block matches.

Return Type: bool

Members

implicit as CTBlockIngredient
script.zs
// FallingBlock as CTBlockIngredient
myFallingBlock as CTBlockIngredient

Return Type: BlockIngredient

asItem() as Item
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.

script.zs
// FallingBlock.asItem() as Item;
myFallingBlock.asItem();

Return Type: ItemDefinition

asItem() as Item
script.zs
// FallingBlock.asItem() as Item;
myFallingBlock.asItem();

Return Type: ItemDefinition

as Item
Gets the Item representation of this Block.
***NOTE:*** Not all Blocks have Items, for instance, a Lit Redstone Lamp does not have an Item.
script.zs
// FallingBlock as Item
myFallingBlock as Item

Return Type: ItemDefinition

as Item
script.zs
// FallingBlock as Item
myFallingBlock as Item

Return Type: ItemDefinition

Getter
Gets the block bracket handler syntax for this Block.
E.G. <block:minecraft:dirt>
script.zs
// FallingBlock.commandString as string
myFallingBlock.commandString

Return Type: string

commandString() as string
Gets the block bracket handler syntax for this Block.
E.G. <block:minecraft:dirt>

Returns: The block bracket handler syntax for this Block.

script.zs
// FallingBlock.commandString() as string;
myFallingBlock.commandString();

Return Type: string

as string
Gets the block bracket handler syntax for this Block.
E.G. <block:minecraft:dirt>
script.zs
// FallingBlock as string
myFallingBlock as string

Return Type: string

Getter
Gets the default BlockState of this Block.
script.zs
// FallingBlock.defaultState as BlockState
myFallingBlock.defaultState

Return Type: BlockState

defaultState() as BlockState
Gets the default BlockState of this Block.

Returns: The default BlockState of this Block.

script.zs
// FallingBlock.defaultState() as BlockState;
myFallingBlock.defaultState();

Return Type: BlockState

Getter
Gets the translation key that is used to localize this Block.
script.zs
// FallingBlock.descriptionId as string
myFallingBlock.descriptionId

Return Type: string

descriptionId() as string
Gets the translation key that is used to localize this Block.

Returns: The unlocalized name of this block.

script.zs
// FallingBlock.descriptionId() as string;
myFallingBlock.descriptionId();

Return Type: string

Getter
Checks if the opacity of this block is different in different areas of the Block.
script.zs
// FallingBlock.dynamicShape as bool
myFallingBlock.dynamicShape

Return Type: bool

dynamicShape() as 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.

script.zs
// FallingBlock.dynamicShape() as bool;
myFallingBlock.dynamicShape();

Return Type: bool

Getter
Gets the blast resistance of this Block.
script.zs
// FallingBlock.explosionResistance as float
myFallingBlock.explosionResistance

Return Type: float

Setter
Sets the blast resistance of this Block.
script.zs
// FallingBlock.explosionResistance = (resistance as float);
myFallingBlock.explosionResistance = myFloat;

Parameters:

resistance Type: float - The new blast resistance of this Block.
explosionResistance() as float
Gets the blast resistance of this Block.

Returns: The blast resistance of this Block.

script.zs
// FallingBlock.explosionResistance() as float;
myFallingBlock.explosionResistance();

Return Type: float

explosionResistance(resistance as float)
Sets the blast resistance of this Block.
script.zs
// FallingBlock.explosionResistance(resistance as float);
myFallingBlock.explosionResistance(2);

Parameters:

resistance Type: float - The new blast resistance of this Block.
Getter
Gets the friction of this Block.
script.zs
// FallingBlock.friction as float
myFallingBlock.friction

Return Type: float

Setter
Sets the friction of this Block.
script.zs
// FallingBlock.friction = (friction as float);
myFallingBlock.friction = myFloat;

Parameters:

friction Type: float - The new friction of this Block.
friction() as float
Gets the friction of this Block.

Returns: The friction of this Block.

script.zs
// FallingBlock.friction() as float;
myFallingBlock.friction();

Return Type: float

friction(friction as float)
Sets the friction of this Block.
script.zs
// FallingBlock.friction(friction as float);
myFallingBlock.friction(2);

Parameters:

friction Type: float - The new friction of this Block.
getDustColor(state as BlockState, level as Level, pos as BlockPos) as int
script.zs
// FallingBlock.getDustColor(state as BlockState, level as Level, pos as BlockPos) as int;
myFallingBlock.getDustColor(myBlockState, myLevel, myBlockPos);

Parameters:

state Type: BlockState
level Type: Level
pos Type: BlockPos

Return Type: int

getFallDamageSource(entity as Entity) as DamageSource
Gets the damage source used when this block falls on an entity.

Returns: The damage source used when this block falls on an entity.

script.zs
// FallingBlock.getFallDamageSource(entity as Entity) as DamageSource;
myFallingBlock.getFallDamageSource(myEntity);

Parameters:

entity Type: Entity

Return Type: DamageSource

Getter
Checks if entities can collide with this Block.
script.zs
// FallingBlock.hasCollision as bool
myFallingBlock.hasCollision

Return Type: bool

Setter
Sets whether entities can collide with this Block.
script.zs
// FallingBlock.hasCollision = (canCollide as bool);
myFallingBlock.hasCollision = myBool;

Parameters:

canCollide Type: bool - Can entities collide with this Block.
hasCollision() as bool
Checks if entities can collide with this Block.

Returns: True if entities will collide with this Block. False otherwise.

script.zs
// FallingBlock.hasCollision() as bool;
myFallingBlock.hasCollision();

Return Type: bool

hasCollision(canCollide as bool)
Sets whether entities can collide with this Block.
script.zs
// FallingBlock.hasCollision(canCollide as bool);
myFallingBlock.hasCollision(true);

Parameters:

canCollide Type: bool - Can entities collide with this Block.
static isFree(state as BlockState) as bool
Checks if the given blockstate stops a block from falling through it.

Returns: True if the blockstate can be fallen through, false otherwise.

script.zs
// FallingBlock.isFree(state as BlockState) as bool;
FallingBlock.isFree(<blockstate:minecraft:dirt>);

Parameters:

state Type: BlockState - The state the check.

Return Type: bool

isPossibleToRespawnInThis(state as BlockState) as 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.

script.zs
// FallingBlock.isPossibleToRespawnInThis(state as BlockState) as bool;
myFallingBlock.isPossibleToRespawnInThis(myBlockState);

Parameters:

state Type: BlockState

Return Type: bool

Getter
Gets the jump factor of this Block.
script.zs
// FallingBlock.jumpFactor as float
myFallingBlock.jumpFactor

Return Type: float

Setter
Sets the jump factor of this Block.
script.zs
// FallingBlock.jumpFactor = (jumpFactor as float);
myFallingBlock.jumpFactor = myFloat;

Parameters:

jumpFactor Type: float - The new jump factor of this Block.
jumpFactor() as float
Gets the jump factor of this Block.

Returns: The jump factor of this Block.

script.zs
// FallingBlock.jumpFactor() as float;
myFallingBlock.jumpFactor();

Return Type: float

jumpFactor(jumpFactor as float)
Sets the jump factor of this Block.
script.zs
// FallingBlock.jumpFactor(jumpFactor as float);
myFallingBlock.jumpFactor(2);

Parameters:

jumpFactor Type: float - The new jump factor of this Block.
Getter
Gets the loot table id for this Block.
script.zs
// FallingBlock.lootTable as string
myFallingBlock.lootTable

Return Type: string

lootTable() as string
Gets the loot table id for this Block.

Returns: The loot table id for this Block.

script.zs
// FallingBlock.lootTable() as string;
myFallingBlock.lootTable();

Return Type: string

matches(other as Block) as bool
Checks whether this Block matches another Block.

Returns: True if this Block matches the other Block. False otherwise.

script.zs
// FallingBlock.matches(other as Block) as bool;
myFallingBlock.matches(myBlock);

Parameters:

other Type: Block - The other Block to check if this Block matches.

Return Type: bool

Getter
Gets the name of this Block
script.zs
// FallingBlock.name as MutableComponent
myFallingBlock.name

Return Type: MutableComponent

name() as MutableComponent
Gets the name of this Block

Returns: The name of this block.

script.zs
// FallingBlock.name() as MutableComponent;
myFallingBlock.name();

Return Type: MutableComponent

onBrokenAfterFall(level as Level, pos as BlockPos, fallingEntity as FallingBlockEntity)
script.zs
// FallingBlock.onBrokenAfterFall(level as Level, pos as BlockPos, fallingEntity as FallingBlockEntity);
myFallingBlock.onBrokenAfterFall(myLevel, myBlockPos, myFallingBlockEntity);

Parameters:

level Type: Level
pos Type: BlockPos
fallingEntity Type: FallingBlockEntity
onLand(level as Level, pos as BlockPos, fallingState as BlockState, placeState as BlockState, fallingEntity as FallingBlockEntity)
script.zs
// FallingBlock.onLand(level as Level, pos as BlockPos, fallingState as BlockState, placeState as BlockState, fallingEntity as FallingBlockEntity);
myFallingBlock.onLand(myLevel, myBlockPos, myBlockState, myBlockState, myFallingBlockEntity);

Parameters:

level Type: Level
pos Type: BlockPos
fallingState Type: BlockState
placeState Type: BlockState
fallingEntity Type: FallingBlockEntity
Getter
Gets a list of valid BlockStates for this Block.
script.zs
// FallingBlock.possibleStates as List<BlockState>
myFallingBlock.possibleStates

Return Type: List<BlockState>

possibleStates() as List<BlockState>
Gets a list of valid BlockStates for this Block.

Returns: A list of valid BlockStates for this Block.

script.zs
// FallingBlock.possibleStates() as List<BlockState>;
myFallingBlock.possibleStates();

Return Type: List<BlockState>

Getter
Gets the registry name of this block.
script.zs
// FallingBlock.registryName as ResourceLocation
myFallingBlock.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
Gets the registry name of this block.

Returns: A ResourceLocation of the registry name of this block.

script.zs
// FallingBlock.registryName() as ResourceLocation;
myFallingBlock.registryName();

Return Type: ResourceLocation

Getter
Gets the speed factor of this Block.
script.zs
// FallingBlock.speedFactor as float
myFallingBlock.speedFactor

Return Type: float

Setter
Sets the speed factor of this Block.
script.zs
// FallingBlock.speedFactor = (speedFactor as float);
myFallingBlock.speedFactor = myFloat;

Parameters:

speedFactor Type: float - The new speed factor of this Block.
speedFactor() as float
Gets the speed factor of this Block.

Returns: The speed factor of this Block.

script.zs
// FallingBlock.speedFactor() as float;
myFallingBlock.speedFactor();

Return Type: float

speedFactor(speedFactor as float)
Sets the speed factor of this Block.
script.zs
// FallingBlock.speedFactor(speedFactor as float);
myFallingBlock.speedFactor(2);

Parameters:

speedFactor Type: float - The new speed factor of this Block.