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.animal . Animal;
Animal extends AgeableMob
.
Animal
implements the following interfaces:
Targeting
,Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces EquipmentUser
, Attackable
, ILivingEntityExtension
, SyncedDataHolder
, ScoreHolder
, IEntityExtension
, INBTSerializable <CompoundTag >
// Animal.absorptionAmount as float
myAnimal . absorptionAmount
Return Type:
float
// Animal.absorptionAmount() as float;
myAnimal . absorptionAmount();
Return Type:
float
// Animal.acceptsFailure as bool
Return Type:
bool
// Animal.acceptsFailure() as bool;
myAnimal . acceptsFailure();
Return Type:
bool
// Animal.acceptsSuccess as bool
Return Type:
bool
// Animal.acceptsSuccess() as bool;
myAnimal . acceptsSuccess();
Return Type:
bool
// Animal.activeEffectsMap() as MobEffectInstance[MobEffect];
myAnimal . activeEffectsMap();
Return Type:
MobEffectInstance [MobEffect ]
// Animal.addEffect(effectInstance as MobEffectInstance) as bool;
myAnimal . addEffect(myMobEffectInstance);
Return Type:
bool
// Animal.addEffect(effectInstance as MobEffectInstance, entity as Entity) as bool;
myAnimal . addEffect(myMobEffectInstance, myEntity);
Return Type:
bool
// Animal.addTag(tagName as string) as bool;
myAnimal . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Animal.aggressive as bool
Return Type:
bool
// Animal.aggressive = (value as bool);
myAnimal . aggressive = myBool;
// Animal.airSupply as int
Return Type:
int
// Animal.airSupply() as int;
Return Type:
int
// Animal.allSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Animal.allSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Animal.alwaysAccepts as bool
Return Type:
bool
// Animal.alwaysAccepts() as bool;
myAnimal . alwaysAccepts();
Return Type:
bool
// Animal.ambientSoundInterval as int
myAnimal . ambientSoundInterval
Return Type:
int
// Animal.armorCoverPercentage as float
myAnimal . armorCoverPercentage
Return Type:
float
// Animal.armorCoverPercentage() as float;
myAnimal . armorCoverPercentage();
Return Type:
float
// Animal.armorSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Animal.armorSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Animal.armorValue as int
Return Type:
int
// Animal.armorValue() as int;
Return Type:
int
// Animal.arrowCount as int
Return Type:
int
// Animal.arrowCount() as int;
Return Type:
int
// Animal.attackable as bool
Return Type:
bool
// Animal.attackable() as bool;
Return Type:
bool
// Animal.baby = (value as bool);
// Animal.bbHeight as float
Return Type:
float
// Animal.bbHeight() as float;
Return Type:
float
// Animal.bbWidth as float
Return Type:
float
// Animal.bbWidth() as float;
Return Type:
float
// Animal.bedOrientation as Direction
Return Type:
Direction
// Animal.bedOrientation() as Direction;
myAnimal . bedOrientation();
Return Type:
Direction
// Animal.blockPosiion as BlockPos
Return Type:
BlockPos
// Animal.blockPosiion() as BlockPos;
Return Type:
BlockPos
// Animal.blockPosition as BlockPos
Return Type:
BlockPos
// Animal.blockPosition() as BlockPos;
myAnimal . blockPosition();
Return Type:
BlockPos
// Animal.blockX() as int;
Return Type:
int
// Animal.blockY() as int;
Return Type:
int
// Animal.blockZ() as int;
Return Type:
int
// Animal.boundingBox as AABB
Return Type:
AABB
// Animal.boundingBox() as AABB;
Return Type:
AABB
// Animal.boundingBoxForCulling as AABB
myAnimal . boundingBoxForCulling
Return Type:
AABB
// Animal.boundingBoxForCulling() as AABB;
myAnimal . boundingBoxForCulling();
Return Type:
AABB
// Animal.canAttack(target as LivingEntity) as bool;
myAnimal . canAttack(myLivingEntity);
Return Type:
bool
// Animal.canBeAffected(effectInstance as MobEffectInstance) as bool;
myAnimal . canBeAffected(myMobEffectInstance);
Return Type:
bool
// Animal.canBeCollidedWith as bool
myAnimal . canBeCollidedWith
Return Type:
bool
// Animal.canBeCollidedWith() as bool;
myAnimal . canBeCollidedWith();
Return Type:
bool
// Animal.canBeLeashed(leashHolder as Player) as bool;
myAnimal . canBeLeashed(myPlayer);
Return Type:
bool
// Animal.canBeSeenAsEnemy as bool
myAnimal . canBeSeenAsEnemy
Return Type:
bool
// Animal.canBeSeenAsEnemy() as bool;
myAnimal . canBeSeenAsEnemy();
Return Type:
bool
// Animal.canBeSeenByAnyone as bool
myAnimal . canBeSeenByAnyone
Return Type:
bool
// Animal.canBeSeenByAnyone() as bool;
myAnimal . canBeSeenByAnyone();
Return Type:
bool
// Animal.canBreatheUnderwater as bool
myAnimal . canBreatheUnderwater
Return Type:
bool
// Animal.canBreatheUnderwater as bool
myAnimal . canBreatheUnderwater
Return Type:
bool
// Animal.canBreatheUnderwater() as bool;
myAnimal . canBreatheUnderwater();
Return Type:
bool
// Animal.canBreatheUnderwater() as bool;
myAnimal . canBreatheUnderwater();
Return Type:
bool
// Animal.canCollideWith(other as Entity) as bool;
myAnimal . canCollideWith(myEntity);
Return Type:
bool
// Animal.canFAllInLove as bool
Return Type:
bool
// Animal.canFireProjectileWeapon(weapon as ProjectileWeaponItem) as bool;
myAnimal . canFireProjectileWeapon(myProjectileWeaponItem);
Return Type:
bool
// Animal.canFreeze as bool
Return Type:
bool
// Animal.canFreeze() as bool;
Return Type:
bool
// Animal.canHoldItem(stack as ItemStack) as bool;
myAnimal . canHoldItem(myItemStack);
Return Type:
bool
// Animal.canMate(other as Animal) as bool;
myAnimal . canMate(myAnimal);
Return Type:
bool
// Animal.canPickUpLoot as bool
Return Type:
bool
// Animal.canPickUpLoot = (value as bool);
myAnimal . canPickUpLoot = myBool;
// Animal.canReplaceEqualItem(toReplace as ItemStack, with as ItemStack) as bool;
myAnimal . canReplaceEqualItem(myItemStack, myItemStack);
Return Type:
bool
// Animal.canStandOnFluid(fluid as Fluid) as bool;
myAnimal . canStandOnFluid(myFluid);
Return Type:
bool
// Animal.canTakeItem(stack as ItemStack) as bool;
myAnimal . canTakeItem(myItemStack);
Return Type:
bool
// Animal.checkSpawnObstruction(level as LevelReader) as bool;
myAnimal . checkSpawnObstruction(myLevelReader);
Return Type:
bool
// Animal.checkSpawnRules(level as LevelAccessor, spawnType as MobSpawnType) as bool;
myAnimal . checkSpawnRules(myLevelAccessor, myMobSpawnType);
Return Type:
bool
// Animal.clearRestriction();
myAnimal . clearRestriction();
// Animal.clearSleepingPos();
myAnimal . clearSleepingPos();
// Animal.closerThan(other as Entity, distance as double) as bool;
myAnimal . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// Animal.commandSenderWorld as Level
myAnimal . commandSenderWorld
Return Type:
Level
// Animal.commandSenderWorld() as Level;
myAnimal . commandSenderWorld();
Return Type:
Level
// Animal.controllingPassenger as Entity
myAnimal . controllingPassenger
Return Type:
Entity
// Animal.controllingPassenger() as Entity;
myAnimal . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // Animal.customData as MapData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// Animal.customData() as MapData;
Return Type:
MapData
// Animal.customName as Component
Return Type:
Component
// Animal.customName as Component
Return Type:
Component
// Animal.customName() as Component;
Return Type:
Component
// Animal.customName() as Component;
Return Type:
Component
// Animal.dampensVibrations as bool
myAnimal . dampensVibrations
Return Type:
bool
// Animal.dampensVibrations() as bool;
myAnimal . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // Animal.data as MapData
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// Animal.data() as MapData;
Return Type:
MapData
// Animal.deltaMovement as Vec3
Return Type:
Vec3
// Animal.deltaMovement = (deltaMovement as Vec3);
myAnimal . deltaMovement = myVec3;
// Animal.deltaMovement() as Vec3;
myAnimal . deltaMovement();
Return Type:
Vec3
// Animal.deltaMovement(deltaMovement as Vec3);
myAnimal . deltaMovement(myVec3);
// Animal.die(source as DamageSource);
myAnimal . die(myDamageSource);
// Animal.dimensionChangingDelay as int
myAnimal . dimensionChangingDelay
Return Type:
int
// Animal.dimensionChangingDelay() as int;
myAnimal . dimensionChangingDelay();
Return Type:
int
// Animal.direction as Direction
Return Type:
Direction
// Animal.direction() as Direction;
Return Type:
Direction
// Animal.dismountsUnderwater as bool
myAnimal . dismountsUnderwater
Return Type:
bool
// Animal.displayName as Component
Return Type:
Component
// Animal.displayName as Component
Return Type:
Component
// Animal.displayName() as Component;
Return Type:
Component
// Animal.displayName() as Component;
Return Type:
Component
// Animal.distanceTo(entity as Entity) as float;
myAnimal . distanceTo(myEntity);
Return Type:
float
// Animal.distanceToSqr(x as double, y as double, z as double) as double;
myAnimal . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// Animal.distanceToSqr(entity as Entity) as double;
myAnimal . distanceToSqr(myEntity);
Return Type:
double
// Animal.distanceToSqr(vec as Vec3) as double;
myAnimal . distanceToSqr(myVec3);
Return Type:
double
// Animal.doHurtTarget(entity as Entity) as bool;
myAnimal . doHurtTarget(myEntity);
Return Type:
bool
// Animal.dropLeash(broadcastPacket as bool, dropLeash as bool);
myAnimal . dropLeash(myBool, myBool);
Parameters:
broadcastPacket: bool
Type: bool
dropLeash: bool
Type: bool
// Animal.eat(level as Level, stack as ItemStack) as ItemStack;
myAnimal . eat(myLevel, myItemStack);
Return Type:
ItemStack
// Animal.ejectPassengers();
myAnimal . ejectPassengers();
// Animal.equipItemIfPossible(stack as ItemStack) as ItemStack;
myAnimal . equipItemIfPossible(myItemStack);
Return Type:
ItemStack
// Animal.eyeHeight as float
Return Type:
float
// Animal.eyeHeight() as float;
Return Type:
float
// Animal.eyePosition as Vec3
Return Type:
Vec3
// Animal.eyePosition() as Vec3;
Return Type:
Vec3
// Animal.eyeY() as double;
Return Type:
double
// Animal.fallFlyingTicks as int
Return Type:
int
// Animal.fallFlyingTicks() as int;
myAnimal . fallFlyingTicks();
Return Type:
int
// Animal.finalizeSpawnChildFromBreeding(level as ServerLevel, otherParent as Animal, child as AgeableMob);
myAnimal . finalizeSpawnChildFromBreeding(myServerLevel, myAnimal, myAgeableMob);
// Animal.fireImmune as bool
Return Type:
bool
// Animal.fireImmune() as bool;
Return Type:
bool
// Animal.fireTicks as int
Return Type:
int
// Animal.fireTicks = (ticks as int);
myAnimal . fireTicks = myInt;
// Animal.firstPassenger as Entity
Return Type:
Entity
// Animal.firstPassenger() as Entity;
myAnimal . firstPassenger();
Return Type:
Entity
// Animal.fluidJumpThreshold as double
myAnimal . fluidJumpThreshold
Return Type:
double
// Animal.fluidJumpThreshold() as double;
myAnimal . fluidJumpThreshold();
Return Type:
double
// Animal.forceAddEffect(effectInstance as MobEffectInstance, entity as Entity);
myAnimal . forceAddEffect(myMobEffectInstance, myEntity);
// Animal.forward as Vec3
Return Type:
Vec3
// Animal.forward() as Vec3;
Return Type:
Vec3
// Animal.getAttachmentData<T>(type as AttachmentType<T>) as T;
myAnimal . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// Animal.getAttachmentData<T>(type as Supplier<AttachmentType<T>>) as T;
myAnimal . getAttachmentData < T>(mySupplier);
Return Type:
T
// Animal.getAttribute(attribute as Attribute) as AttributeInstance;
myAnimal . getAttribute(myAttribute);
Return Type:
AttributeInstance
// Animal.getAttributeBaseValue(attribute as Attribute) as double;
myAnimal . getAttributeBaseValue(myAttribute);
Return Type:
double
// Animal.getAttributeValue(attribute as Attribute) as double;
myAnimal . getAttributeValue(myAttribute);
Return Type:
double
// Animal.getEffect(effect as MobEffect) as MobEffectInstance;
myAnimal . getEffect(myMobEffect);
Return Type:
MobEffectInstance
// Animal.getEyePosition(partialTicks as float) as Vec3;
myAnimal . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Animal.getItemBySlot(slot as EquipmentSlot) as ItemStack;
myAnimal . getItemBySlot(myEquipmentSlot);
Return Type:
ItemStack
// Animal.getItemInHand(hand as InteractionHand) as ItemStack;
myAnimal . getItemInHand(myInteractionHand);
Return Type:
ItemStack
// Animal.getPosition(partialTicks as float) as Vec3;
myAnimal . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Animal.getRestrictCenter as BlockPos
myAnimal . getRestrictCenter
Return Type:
BlockPos
// Animal.getRestrictCenter as Entity
myAnimal . getRestrictCenter
Return Type:
Entity
// Animal.getRestrictRadius as float
myAnimal . getRestrictRadius
Return Type:
float
// Animal.getSwimAmount(partialTicks as float) as float;
myAnimal . getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
float
// Animal.getUpVector(partialTicks as float) as Vec3;
myAnimal . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Animal.getViewVector(partialTicks as float) as Vec3;
myAnimal . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// Animal.getVisibilityPercent(lookingEntity as Entity) as double;
myAnimal . getVisibilityPercent(myEntity);
Return Type:
double
// Animal.getX(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Animal.getY(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Animal.getZ(scale as double) as double;
Parameters:
scale: double
Type: double
Return Type:
double
// Animal.handSlots as Iterable<ItemStack>
Return Type:
Iterable <ItemStack >
// Animal.handSlots() as Iterable<ItemStack>;
Return Type:
Iterable <ItemStack >
// Animal.hasAttachmentData<T>(type as AttachmentType<T>) as bool;
myAnimal . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// Animal.hasAttachmentData<T>(type as Supplier<AttachmentType<T>>) as bool;
myAnimal . hasAttachmentData < T>(mySupplier);
Return Type:
bool
// Animal.hasCustomName as bool
Return Type:
bool
// Animal.hasCustomName as bool
Return Type:
bool
// Animal.hasCustomName() as bool;
myAnimal . hasCustomName();
Return Type:
bool
// Animal.hasCustomName() as bool;
myAnimal . hasCustomName();
Return Type:
bool
// Animal.hasEffect(effect as MobEffect) as bool;
myAnimal . hasEffect(myMobEffect);
Return Type:
bool
// Animal.hasExactlyOnePlayerPassenger as bool
myAnimal . hasExactlyOnePlayerPassenger
Return Type:
bool
// Animal.hasExactlyOnePlayerPassenger() as bool;
myAnimal . hasExactlyOnePlayerPassenger();
Return Type:
bool
// Animal.hasGlowingTag as bool
Return Type:
bool
// Animal.hasGlowingTag() as bool;
myAnimal . hasGlowingTag();
Return Type:
bool
// Animal.hasIndirectPassenger(entity as Entity) as bool;
myAnimal . hasIndirectPassenger(myEntity);
Return Type:
bool
// Animal.hasItemInSlot(slot as EquipmentSlot) as bool;
myAnimal . hasItemInSlot(myEquipmentSlot);
Return Type:
bool
// Animal.hasLineOfSight(entity as Entity) as bool;
myAnimal . hasLineOfSight(myEntity);
Return Type:
bool
// Animal.hasPassenger(entity as Entity) as bool;
myAnimal . hasPassenger(myEntity);
Return Type:
bool
// Animal.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myAnimal . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// Animal.hasRestriction as bool
Return Type:
bool
// Animal.heal(amount as float);
Parameters:
amount: float
Type: float
// Animal.health as float
Return Type:
float
// Animal.health() as float;
Return Type:
float
// Animal.hurt(source as DamageSource, amount as float) as bool;
myAnimal . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// Animal.inBlockState as BlockState
Return Type:
BlockState
// Animal.inLoveTime as int
Return Type:
int
// Animal.inLoveTime = (inLove as int);
myAnimal . inLoveTime = myInt;
// Animal.isAffectedByPotions as bool
myAnimal . isAffectedByPotions
Return Type:
bool
// Animal.isAffectedByPotions() as bool;
myAnimal . isAffectedByPotions();
Return Type:
bool
// Animal.isAlive as bool
Return Type:
bool
// Animal.isAlive() as bool;
Return Type:
bool
// Animal.isAlwaysTicking as bool
Return Type:
bool
// Animal.isAlwaysTicking() as bool;
myAnimal . isAlwaysTicking();
Return Type:
bool
// Animal.isAttackable as bool
Return Type:
bool
// Animal.isAttackable() as bool;
Return Type:
bool
// Animal.isAutoSpinAttack as bool
myAnimal . isAutoSpinAttack
Return Type:
bool
// Animal.isAutoSpinAttack() as bool;
myAnimal . isAutoSpinAttack();
Return Type:
bool
// Animal.isBaby() as bool;
Return Type:
bool
// Animal.isBlocking as bool
Return Type:
bool
// Animal.isBlocking() as bool;
Return Type:
bool
// Animal.isColliding(pos as BlockPos, state as BlockState) as bool;
myAnimal . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// Animal.isCrouching as bool
Return Type:
bool
// Animal.isCrouching() as bool;
Return Type:
bool
// Animal.isCurrentlyGlowing as bool
myAnimal . isCurrentlyGlowing
Return Type:
bool
// Animal.isCurrentlyGlowing as bool
myAnimal . isCurrentlyGlowing
Return Type:
bool
// Animal.isCurrentlyGlowing() as bool;
myAnimal . isCurrentlyGlowing();
Return Type:
bool
// Animal.isCurrentlyGlowing() as bool;
myAnimal . isCurrentlyGlowing();
Return Type:
bool
// Animal.isCustomNameVisible as bool
myAnimal . isCustomNameVisible
Return Type:
bool
// Animal.isCustomNameVisible() as bool;
myAnimal . isCustomNameVisible();
Return Type:
bool
// Animal.isDamageSourceBlocked(source as DamageSource) as bool;
myAnimal . isDamageSourceBlocked(myDamageSource);
Return Type:
bool
// Animal.isDeadOrDying as bool
Return Type:
bool
// Animal.isDeadOrDying() as bool;
myAnimal . isDeadOrDying();
Return Type:
bool
// Animal.isDescending as bool
Return Type:
bool
// Animal.isDescending() as bool;
Return Type:
bool
// Animal.isDiscrete as bool
Return Type:
bool
// Animal.isDiscrete() as bool;
Return Type:
bool
// Animal.isFallFlying as bool
Return Type:
bool
// Animal.isFallFlying() as bool;
Return Type:
bool
// Animal.isFood(stack as ItemStack) as bool;
myAnimal . isFood(myItemStack);
Return Type:
bool
// Animal.isFree(x as double, y as double, z as double) as bool;
myAnimal . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// Animal.isFullyFrozen as bool
Return Type:
bool
// Animal.isFullyFrozen() as bool;
myAnimal . isFullyFrozen();
Return Type:
bool
// Animal.isHolding(item as Item) as bool;
myAnimal . isHolding(myItem);
Return Type:
bool
// Animal.isHolding(predicate as function(t as ItemStack) as bool) as bool;
myAnimal . isHolding(myPredicate);
Return Type:
bool
// Animal.isInLava as bool
Return Type:
bool
// Animal.isInLava() as bool;
Return Type:
bool
// Animal.isInLove as bool
Return Type:
bool
// Animal.isInvertedHealAndHarm as bool
myAnimal . isInvertedHealAndHarm
Return Type:
bool
// Animal.isInvertedHealAndHarm() as bool;
myAnimal . isInvertedHealAndHarm();
Return Type:
bool
// Animal.isInvisible as bool
Return Type:
bool
// Animal.isInvisible() as bool;
Return Type:
bool
// Animal.isInvisibleTo(player as Player) as bool;
myAnimal . isInvisibleTo(myPlayer);
Return Type:
bool
// Animal.isInvulnerable as bool
Return Type:
bool
// Animal.isInvulnerable() as bool;
myAnimal . isInvulnerable();
Return Type:
bool
// Animal.isInvulnerableTo(source as DamageSource) as bool;
myAnimal . isInvulnerableTo(myDamageSource);
Return Type:
bool
// Animal.isInWall as bool
Return Type:
bool
// Animal.isInWall() as bool;
Return Type:
bool
// Animal.isInWater as bool
Return Type:
bool
// Animal.isInWater() as bool;
Return Type:
bool
// Animal.isInWaterOrBubble as bool
myAnimal . isInWaterOrBubble
Return Type:
bool
// Animal.isInWaterOrBubble() as bool;
myAnimal . isInWaterOrBubble();
Return Type:
bool
// Animal.isInWaterOrRain as bool
Return Type:
bool
// Animal.isInWaterOrRain() as bool;
myAnimal . isInWaterOrRain();
Return Type:
bool
// Animal.isInWaterRainOrBubble as bool
myAnimal . isInWaterRainOrBubble
Return Type:
bool
// Animal.isInWaterRainOrBubble() as bool;
myAnimal . isInWaterRainOrBubble();
Return Type:
bool
// Animal.isMaxGroupSizeReached(size as int) as bool;
myAnimal . isMaxGroupSizeReached(myInt);
Return Type:
bool
// Animal.isNoGravity as bool
Return Type:
bool
// Animal.isNoGravity() as bool;
Return Type:
bool
// Animal.isOnFire as bool
Return Type:
bool
// Animal.isOnFire() as bool;
Return Type:
bool
// Animal.isOnPortalCooldown as bool
myAnimal . isOnPortalCooldown
Return Type:
bool
// Animal.isOnPortalCooldown() as bool;
myAnimal . isOnPortalCooldown();
Return Type:
bool
// Animal.isPassenger as bool
Return Type:
bool
// Animal.isPassenger() as bool;
Return Type:
bool
// Animal.isPassengerOfSameVehicle(entity as Entity) as bool;
myAnimal . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// Animal.isPersistenceRequired as bool
myAnimal . isPersistenceRequired
Return Type:
bool
// Animal.isPickable as bool
Return Type:
bool
// Animal.isPickable() as bool;
Return Type:
bool
// Animal.isPushable as bool
Return Type:
bool
// Animal.isPushable() as bool;
Return Type:
bool
// Animal.isPushedByFluid as bool
Return Type:
bool
// Animal.isPushedByFluid() as bool;
myAnimal . isPushedByFluid();
Return Type:
bool
// Animal.isRemoved as bool
Return Type:
bool
// Animal.isRemoved() as bool;
Return Type:
bool
// Animal.isSensitiveToWater as bool
myAnimal . isSensitiveToWater
Return Type:
bool
// Animal.isSensitiveToWater() as bool;
myAnimal . isSensitiveToWater();
Return Type:
bool
// Animal.isShiftKeyDown as bool
Return Type:
bool
// Animal.isShiftKeyDown() as bool;
myAnimal . isShiftKeyDown();
Return Type:
bool
// Animal.isSilent as bool
Return Type:
bool
// Animal.isSilent() as bool;
Return Type:
bool
// Animal.isSleeping as bool
Return Type:
bool
// Animal.isSleeping() as bool;
Return Type:
bool
// Animal.isSpectator as bool
Return Type:
bool
// Animal.isSpectator() as bool;
Return Type:
bool
// Animal.isSprinting as bool
Return Type:
bool
// Animal.isSprinting() as bool;
Return Type:
bool
// Animal.isSteppingCarefully as bool
myAnimal . isSteppingCarefully
Return Type:
bool
// Animal.isSteppingCarefully() as bool;
myAnimal . isSteppingCarefully();
Return Type:
bool
// Animal.isSuppressingBounce as bool
myAnimal . isSuppressingBounce
Return Type:
bool
// Animal.isSuppressingBounce() as bool;
myAnimal . isSuppressingBounce();
Return Type:
bool
// Animal.isSuppressingSlidingDownLadder as bool
myAnimal . isSuppressingSlidingDownLadder
Return Type:
bool
// Animal.isSuppressingSlidingDownLadder() as bool;
myAnimal . isSuppressingSlidingDownLadder();
Return Type:
bool
// Animal.isSwimming as bool
Return Type:
bool
// Animal.isSwimming() as bool;
Return Type:
bool
// Animal.isUnderWater as bool
Return Type:
bool
// Animal.isUnderWater() as bool;
Return Type:
bool
// Animal.isUsingItem as bool
Return Type:
bool
// Animal.isUsingItem() as bool;
Return Type:
bool
// Animal.isVehicle as bool
Return Type:
bool
// Animal.isVehicle() as bool;
Return Type:
bool
// Animal.isVisuallyCrawling as bool
myAnimal . isVisuallyCrawling
Return Type:
bool
// Animal.isVisuallyCrawling() as bool;
myAnimal . isVisuallyCrawling();
Return Type:
bool
// Animal.isVisuallySwimming as bool
myAnimal . isVisuallySwimming
Return Type:
bool
// Animal.isVisuallySwimming as bool
myAnimal . isVisuallySwimming
Return Type:
bool
// Animal.isVisuallySwimming() as bool;
myAnimal . isVisuallySwimming();
Return Type:
bool
// Animal.isVisuallySwimming() as bool;
myAnimal . isVisuallySwimming();
Return Type:
bool
// Animal.isWithinMeleeAttackRange(entity as LivingEntity) as bool;
myAnimal . isWithinMeleeAttackRange(myLivingEntity);
Return Type:
bool
// Animal.isWithinRestriction as bool
myAnimal . isWithinRestriction
Return Type:
bool
// Animal.isWithinRestriction(position as BlockPos) as bool;
myAnimal . isWithinRestriction(myBlockPos);
Return Type:
bool
// Animal.jumpBoostPower as double
Return Type:
double
// Animal.jumpBoostPower() as double;
myAnimal . jumpBoostPower();
Return Type:
double
// Animal.killCredit as LivingEntity
Return Type:
LivingEntity
// Animal.killCredit() as LivingEntity;
Return Type:
LivingEntity
// Animal.knockback(x as double, y as double, z as double);
myAnimal . knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Animal.lastClimbablePos as BlockPos
myAnimal . lastClimbablePos
Return Type:
BlockPos
// Animal.lastClimbablePos() as BlockPos;
myAnimal . lastClimbablePos();
Return Type:
BlockPos
// Animal.lastDamageSource as DamageSource
myAnimal . lastDamageSource
Return Type:
DamageSource
// Animal.lastDamageSource() as DamageSource;
myAnimal . lastDamageSource();
Return Type:
DamageSource
// Animal.lastHurtByMob as LivingEntity
Return Type:
LivingEntity
// Animal.lastHurtByMob() as LivingEntity;
myAnimal . lastHurtByMob();
Return Type:
LivingEntity
// Animal.lastHurtByMobTimestamp as int
myAnimal . lastHurtByMobTimestamp
Return Type:
int
// Animal.lastHurtByMobTimestamp() as int;
myAnimal . lastHurtByMobTimestamp();
Return Type:
int
// Animal.lastHurtMob as LivingEntity
Return Type:
LivingEntity
// Animal.lastHurtMob() as LivingEntity;
Return Type:
LivingEntity
// Animal.lastHurtMobTimestamp as int
myAnimal . lastHurtMobTimestamp
Return Type:
int
// Animal.lastHurtMobTimestamp() as int;
myAnimal . lastHurtMobTimestamp();
Return Type:
int
// Animal.leashed as bool
Return Type:
bool
// Animal.leftHanded as bool
Return Type:
bool
// Animal.leftHanded = (value as bool);
myAnimal . leftHanded = myBool;
// Animal.lookAngle as Vec3
Return Type:
Vec3
// Animal.lookAngle() as Vec3;
Return Type:
Vec3
// Animal.lookAt(entity as Entity, maxXRotIncrease as float, maxYRotIncrease as float);
myAnimal . lookAt(myEntity, myFloat, myFloat);
Parameters:
maxXRotIncrease: float
Type: float
maxYRotIncrease: float
Type: float
Gets the seed used when generating loot from this entity. // Animal.lootTableSeed as long
Return Type:
long
// Animal.loveCause as ServerPlayer
Return Type:
ServerPlayer
// Animal.mainArm as HumanoidArm
Return Type:
HumanoidArm
// Animal.mainArm() as HumanoidArm;
Return Type:
HumanoidArm
// Animal.mainHandItem as ItemStack
Return Type:
ItemStack
// Animal.mainHandItem() as ItemStack;
Return Type:
ItemStack
// Animal.maxAirSupply as int
Return Type:
int
// Animal.maxAirSupply() as int;
Return Type:
int
// Animal.maxFallDistance as int
Return Type:
int
// Animal.maxFallDistance() as int;
myAnimal . maxFallDistance();
Return Type:
int
// Animal.maxHeadRotSpeed as int
Return Type:
int
// Animal.maxHeadXRot as int
Return Type:
int
// Animal.maxHeadYRot as int
Return Type:
int
// Animal.maxHealth as float
Return Type:
float
// Animal.maxHealth() as float;
Return Type:
float
// Animal.maxSpawnClusterSize as int
myAnimal . maxSpawnClusterSize
Return Type:
int
// Animal.motionDirection as Direction
Return Type:
Direction
// Animal.motionDirection() as Direction;
myAnimal . motionDirection();
Return Type:
Direction
// Animal.moveRelative(amount as float, relative as Vec3);
myAnimal . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// Animal.moveTo(vec as Vec3);
// Animal.moveTo(x as double, y as double, z as double);
myAnimal . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Animal.moveTo(pos as BlockPos, yaw as float, pitch as float);
myAnimal . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// Animal.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myAnimal . 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
// Animal.name as Component
Return Type:
Component
// Animal.name as Component
Return Type:
Component
// Animal.name() as Component;
Return Type:
Component
// Animal.name() as Component;
Return Type:
Component
// Animal.noActionTime as int
Return Type:
int
// Animal.noActionTime() as int;
Return Type:
int
// Animal.noAi = (value as bool);
// Animal.offHandItem as ItemStack
Return Type:
ItemStack
// Animal.offHandItem() as ItemStack;
Return Type:
ItemStack
// Animal.onGround as bool
Return Type:
bool
// Animal.onPos as BlockPos
Return Type:
BlockPos
// Animal.onPos() as BlockPos;
Return Type:
BlockPos
// Animal.passengers as List<Entity>
Return Type:
List <Entity >
// Animal.passengers() as List<Entity>;
Return Type:
List <Entity >
// Animal.percentFrozen as float
Return Type:
float
// Animal.percentFrozen() as float;
myAnimal . percentFrozen();
Return Type:
float
// Animal.pistonPushReaction as PushReaction
myAnimal . pistonPushReaction
Return Type:
PushReaction
// Animal.pistonPushReaction() as PushReaction;
myAnimal . pistonPushReaction();
Return Type:
PushReaction
// Animal.playAmbientSound();
myAnimal . playAmbientSound();
// Animal.playSound(sound as SoundEvent, volume as float, pitch as float);
myAnimal . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// Animal.portalWaitTime as int
Return Type:
int
// Animal.portalWaitTime() as int;
myAnimal . portalWaitTime();
Return Type:
int
// Animal.position as Vec3
Return Type:
Vec3
// Animal.position() as Vec3;
Return Type:
Vec3
// Animal.positionRider(entity as Entity);
myAnimal . positionRider(myEntity);
// Animal.random() as RandomSource;
Return Type:
RandomSource
// Animal.releaseUsingItem();
myAnimal . releaseUsingItem();
// Animal.removeAllEffects() as bool;
myAnimal . removeAllEffects();
Return Type:
bool
// Animal.removeEffect(effect as MobEffect) as bool;
myAnimal . removeEffect(myMobEffect);
Return Type:
bool
// Animal.removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance;
myAnimal . removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
// Animal.removeTag(tagName as string) as bool;
myAnimal . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Animal.removeVehicle();
myAnimal . removeVehicle();
// Animal.restrictTo(restrictCenter as BlockPos, restrictRadius as int);
myAnimal . restrictTo(myBlockPos, myInt);
Parameters:
restrictRadius: int
Type: int
// Animal.rootVehicle as Entity
Return Type:
Entity
// Animal.rootVehicle() as Entity;
Return Type:
Entity
// Animal.scale() as float;
Return Type:
float
// Animal.sendMessage(component as Component);
myAnimal . sendMessage(myComponent);
// Animal.setAbsorptionAmount(absorption as float);
myAnimal . setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
// Animal.setAirSupply(air as int);
myAnimal . setAirSupply(myInt);
// Animal.setArrowCount(count as int);
myAnimal . setArrowCount(myInt);
// Animal.setAttachmentData<T>(type as AttachmentType<T>, data as T) as T?;
myAnimal . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// Animal.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;
myAnimal . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
// Animal.setCustomName(name as Component);
myAnimal . setCustomName(myComponent);
// Animal.setCustomNameVisible(visible as bool);
myAnimal . setCustomNameVisible(myBool);
// Animal.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myAnimal . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// Animal.setDiscardFriction(discardFriction as bool);
myAnimal . setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
// Animal.setDropChance(slot as EquipmentSlot, chance as float);
myAnimal . setDropChance(myEquipmentSlot, myFloat);
Parameters:
chance: float
Type: float
// Animal.setGlowingTag(glowing as bool);
myAnimal . setGlowingTag(myBool);
// Animal.setGuaranteedDrop(slot as EquipmentSlot);
myAnimal . setGuaranteedDrop(myEquipmentSlot);
// Animal.setHealth(health as float);
myAnimal . setHealth(myFloat);
Parameters:
health: float
Type: float
// Animal.setInLove(loveCause as Player = null);
myAnimal . setInLove(myPlayer);
Parameters:
loveCause: Player
(optional) Type: Player
Default Value: null
// Animal.setInvisible(invisible as bool);
myAnimal . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// Animal.setInvulnerable(invulnerable as bool);
myAnimal . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// Animal.setIsInPowderSnow(inPowderSnow as bool);
myAnimal . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// Animal.setItemInHand(hand as InteractionHand, stack as ItemStack);
myAnimal . setItemInHand(myInteractionHand, myItemStack);
// Animal.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myAnimal . setItemSlot(myEquipmentSlot, myItemStack);
// Animal.setJumping(jumping as bool);
myAnimal . setJumping(myBool);
// Animal.setLastHurtByMob(entity as LivingEntity);
myAnimal . setLastHurtByMob(myLivingEntity);
// Animal.setLastHurtByPlayer(player as Player);
myAnimal . setLastHurtByPlayer(myPlayer);
// Animal.setLastHurtMob(entity as Entity);
myAnimal . setLastHurtMob(myEntity);
// Animal.setLeashedTo(leashHolder as Entity, broadcastPacket as bool);
myAnimal . setLeashedTo(myEntity, myBool);
Parameters:
broadcastPacket: bool
Type: bool
// Animal.setNoActionTime(idleTime as int);
myAnimal . setNoActionTime(myInt);
// Animal.setNoGravity(noGravity as bool);
myAnimal . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// Animal.setOldPosAndRot();
myAnimal . setOldPosAndRot();
// Animal.setOnGround(onGround as bool);
myAnimal . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// Animal.setPersistenceRequired();
myAnimal . setPersistenceRequired();
// Animal.setPortalCooldown();
myAnimal . setPortalCooldown();
// Animal.setPos(position as Vec3);
// Animal.setPos(x as double, y as double, z as double);
myAnimal . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Animal.setPosRaw(x as double, y as double, z as double);
myAnimal . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Animal.setRemoved(var1 as RemovalReason);
myAnimal . setRemoved(myRemovalReason);
// Animal.setShiftKeyDown(keyDown as bool);
myAnimal . setShiftKeyDown(myBool);
// Animal.setSilent(silent as bool);
myAnimal . setSilent(myBool);
// Animal.setSleepingPos(pos as BlockPos);
myAnimal . setSleepingPos(myBlockPos);
// Animal.setSpeed(speed as float);
myAnimal . setSpeed(myFloat);
// Animal.setSprinting(sprinting as bool);
myAnimal . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// Animal.setStingerCount(count as int);
myAnimal . setStingerCount(myInt);
// Animal.setSwimming(swimming as bool);
myAnimal . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// Animal.setTicksFrozen(ticks as int);
myAnimal . setTicksFrozen(myInt);
// Animal.shouldBeSaved as bool
Return Type:
bool
// Animal.shouldBeSaved() as bool;
myAnimal . shouldBeSaved();
Return Type:
bool
// Animal.shouldDiscardFriction as bool
myAnimal . shouldDiscardFriction
Return Type:
bool
// Animal.shouldDiscardFriction() as bool;
myAnimal . shouldDiscardFriction();
Return Type:
bool
// Animal.shouldInformAdmins as bool
myAnimal . shouldInformAdmins
Return Type:
bool
// Animal.shouldInformAdmins() as bool;
myAnimal . shouldInformAdmins();
Return Type:
bool
// Animal.shouldShowName as bool
Return Type:
bool
// Animal.shouldShowName() as bool;
myAnimal . shouldShowName();
Return Type:
bool
// Animal.showVehicleHealth as bool
myAnimal . showVehicleHealth
Return Type:
bool
// Animal.showVehicleHealth() as bool;
myAnimal . showVehicleHealth();
Return Type:
bool
// Animal.sleepingPos as BlockPos
Return Type:
BlockPos
// Animal.sleepingPos() as BlockPos;
Return Type:
BlockPos
// Animal.soundSource as SoundSource
Return Type:
SoundSource
// Animal.soundSource() as SoundSource;
Return Type:
SoundSource
// Animal.spawnChildFromBreeding(level as ServerLevel, otherParent as Animal);
myAnimal . spawnChildFromBreeding(myServerLevel, myAnimal);
// Animal.speed() as float;
Return Type:
float
// Animal.startRiding(entity as Entity) as bool;
myAnimal . startRiding(myEntity);
Return Type:
bool
// Animal.startRiding(entity as Entity, force as bool) as bool;
myAnimal . startRiding(myEntity, myBool);
Return Type:
bool
// Animal.startSleeping(pos as BlockPos);
myAnimal . startSleeping(myBlockPos);
// Animal.startUsingItem(param0 as InteractionHand);
myAnimal . startUsingItem(myInteractionHand);
// Animal.stingerCount as int
Return Type:
int
// Animal.stingerCount() as int;
Return Type:
int
// Animal.stopSleeping();
// Animal.stopUsingItem();
myAnimal . stopUsingItem();
// Animal.stringUUID as string
Return Type:
string
// Animal.stringUUID() as string;
Return Type:
string
// Animal.swing(hand as InteractionHand);
myAnimal . swing(myInteractionHand);
// Animal.swing(hand as InteractionHand, updateSelf as bool);
myAnimal . swing(myInteractionHand, myBool);
Parameters:
updateSelf: bool
Type: bool
// Animal.tags as Set<string>
Return Type:
Set <string >
// Animal.tags() as Set<string>;
Return Type:
Set <string >
Gets the current target, or null if not targeting anything. // Animal.target as LivingEntity
Return Type:
LivingEntity
// Animal.target = (target as LivingEntity);
myAnimal . target = myLivingEntity;
// Animal.teamColor as int
Return Type:
int
// Animal.teamColor() as int;
Return Type:
int
// Animal.teleportTo(x as double, y as double, z as double);
myAnimal . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Animal.ticksFrozen as int
Return Type:
int
// Animal.ticksFrozen() as int;
Return Type:
int
// Animal.ticksRequiredToFreeze as int
myAnimal . ticksRequiredToFreeze
Return Type:
int
// Animal.ticksRequiredToFreeze() as int;
myAnimal . ticksRequiredToFreeze();
Return Type:
int
// Animal.ticksUsingItem as int
Return Type:
int
// Animal.ticksUsingItem() as int;
myAnimal . ticksUsingItem();
Return Type:
int
// Animal.travel(vec as Vec3);
// Animal.turn(yaw as double, pitch as double);
myAnimal . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
Updates the custom NBT data for this Entity. // Animal.updateCustomData(data as MapData);
myAnimal . updateCustomData({custom: "data" });
// Animal.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myAnimal . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // Animal.updateData(data as MapData);
myAnimal . updateData({key: "value" });
// Animal.useItem as ItemStack
Return Type:
ItemStack
// Animal.useItem() as ItemStack;
Return Type:
ItemStack
// Animal.useItemRemainingTicks as int
myAnimal . useItemRemainingTicks
Return Type:
int
// Animal.useItemRemainingTicks() as int;
myAnimal . useItemRemainingTicks();
Return Type:
int
// Animal.uuid() as UUID;
Return Type:
UUID
// Animal.vehicle as Entity
Return Type:
Entity
// Animal.vehicle() as Entity;
Return Type:
Entity
// Animal.voicePitch as float
Return Type:
float
// Animal.voicePitch() as float;
Return Type:
float
// Animal.wantsToPickUp(stack as ItemStack) as bool;
myAnimal . wantsToPickUp(myItemStack);
Return Type:
bool