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ServerPlayer

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.entity.type.player.ServerPlayer;

Extends

ServerPlayer extends Player.

Implements

ServerPlayer implements the following interfaces:

Nameable,EntityAccess,CommandSource,ICapabilityProviderImpl<ICapabilityProviderImpl>,ICapabilityProvider

Undocumented Interfaces

IForgePlayer,Attackable,IForgeLivingEntity,IForgeEntity

Members

Getter
script.zs
// ServerPlayer.abilities as Abilities
myServerPlayer.abilities

Return Type: Abilities

abilities() as Abilities
script.zs
// ServerPlayer.abilities() as Abilities;
myServerPlayer.abilities();

Return Type: Abilities

Getter
script.zs
// ServerPlayer.absorptionAmount as float
myServerPlayer.absorptionAmount

Return Type: float

absorptionAmount() as float
script.zs
// ServerPlayer.absorptionAmount() as float;
myServerPlayer.absorptionAmount();

Return Type: float

Getter
script.zs
// ServerPlayer.acceptsFailure as bool
myServerPlayer.acceptsFailure

Return Type: bool

acceptsFailure() as bool
script.zs
// ServerPlayer.acceptsFailure() as bool;
myServerPlayer.acceptsFailure();

Return Type: bool

Getter
script.zs
// ServerPlayer.acceptsSuccess as bool
myServerPlayer.acceptsSuccess

Return Type: bool

acceptsSuccess() as bool
script.zs
// ServerPlayer.acceptsSuccess() as bool;
myServerPlayer.acceptsSuccess();

Return Type: bool

Getter
script.zs
// ServerPlayer.activeEffects as Collection<MobEffectInstance>
myServerPlayer.activeEffects

Return Type: Collection<MobEffectInstance>

activeEffects() as Collection<MobEffectInstance>
script.zs
// ServerPlayer.activeEffects() as Collection<MobEffectInstance>;
myServerPlayer.activeEffects();

Return Type: Collection<MobEffectInstance>

Getter
script.zs
// ServerPlayer.activeEFfectsMap as MobEffectInstance[MobEffect]
myServerPlayer.activeEFfectsMap

Return Type: MobEffectInstance[MobEffect]

activeEFfectsMap() as MobEffectInstance[MobEffect]
script.zs
// ServerPlayer.activeEFfectsMap() as MobEffectInstance[MobEffect];
myServerPlayer.activeEFfectsMap();

Return Type: MobEffectInstance[MobEffect]

addEffect(effectInstance as MobEffectInstance) as bool
script.zs
// ServerPlayer.addEffect(effectInstance as MobEffectInstance) as bool;
myServerPlayer.addEffect(myMobEffectInstance);

Parameters:

effectInstance Type: MobEffectInstance

Return Type: bool

addEffect(effectInstance as MobEffectInstance, entity as Entity) as bool
script.zs
// ServerPlayer.addEffect(effectInstance as MobEffectInstance, entity as Entity) as bool;
myServerPlayer.addEffect(myMobEffectInstance, myEntity);

Parameters:

effectInstance Type: MobEffectInstance
entity Type: Entity

Return Type: bool

addItem(stack as ItemStack) as bool
script.zs
// ServerPlayer.addItem(stack as ItemStack) as bool;
myServerPlayer.addItem(myItemStack);

Parameters:

stack Type: ItemStack

Return Type: bool

addTag(tagName as string) as bool
script.zs
// ServerPlayer.addTag(tagName as string) as bool;
myServerPlayer.addTag(myString);

Parameters:

tagName Type: string

Return Type: bool

Getter
script.zs
// ServerPlayer.airSupply as int
myServerPlayer.airSupply

Return Type: int

airSupply() as int
script.zs
// ServerPlayer.airSupply() as int;
myServerPlayer.airSupply();

Return Type: int

Getter
script.zs
// ServerPlayer.allSlots as Iterable<ItemStack>
myServerPlayer.allSlots

Return Type: Iterable<ItemStack>

allSlots() as Iterable<ItemStack>
script.zs
// ServerPlayer.allSlots() as Iterable<ItemStack>;
myServerPlayer.allSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// ServerPlayer.alwaysAccepts as bool
myServerPlayer.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
script.zs
// ServerPlayer.alwaysAccepts() as bool;
myServerPlayer.alwaysAccepts();

Return Type: bool

Getter
script.zs
// ServerPlayer.armorCoverPercentage as float
myServerPlayer.armorCoverPercentage

Return Type: float

armorCoverPercentage() as float
script.zs
// ServerPlayer.armorCoverPercentage() as float;
myServerPlayer.armorCoverPercentage();

Return Type: float

Getter
script.zs
// ServerPlayer.armorSlots as Iterable<ItemStack>
myServerPlayer.armorSlots

Return Type: Iterable<ItemStack>

armorSlots() as Iterable<ItemStack>
script.zs
// ServerPlayer.armorSlots() as Iterable<ItemStack>;
myServerPlayer.armorSlots();

Return Type: Iterable<ItemStack>

Getter
script.zs
// ServerPlayer.armorValue as int
myServerPlayer.armorValue

Return Type: int

armorValue() as int
script.zs
// ServerPlayer.armorValue() as int;
myServerPlayer.armorValue();

Return Type: int

Getter
script.zs
// ServerPlayer.arrowCount as int
myServerPlayer.arrowCount

Return Type: int

arrowCount() as int
script.zs
// ServerPlayer.arrowCount() as int;
myServerPlayer.arrowCount();

Return Type: int

attack(entity as Entity)
script.zs
// ServerPlayer.attack(entity as Entity);
myServerPlayer.attack(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// ServerPlayer.attackable as bool
myServerPlayer.attackable

Return Type: bool

attackable() as bool
script.zs
// ServerPlayer.attackable() as bool;
myServerPlayer.attackable();

Return Type: bool

awardStat(stat as ResourceLocation)
script.zs
// ServerPlayer.awardStat(stat as ResourceLocation);
myServerPlayer.awardStat(myResourceLocation);

Parameters:

awardStat(stat as ResourceLocation, amount as int)
script.zs
// ServerPlayer.awardStat(stat as ResourceLocation, amount as int);
myServerPlayer.awardStat(myResourceLocation, myInt);

Parameters:

amount Type: int
Getter
script.zs
// ServerPlayer.bbHeight as float
myServerPlayer.bbHeight

Return Type: float

bbHeight() as float
script.zs
// ServerPlayer.bbHeight() as float;
myServerPlayer.bbHeight();

Return Type: float

Getter
script.zs
// ServerPlayer.bbWidth as float
myServerPlayer.bbWidth

Return Type: float

bbWidth() as float
script.zs
// ServerPlayer.bbWidth() as float;
myServerPlayer.bbWidth();

Return Type: float

Getter
script.zs
// ServerPlayer.bedOrientation as Direction
myServerPlayer.bedOrientation

Return Type: Direction

bedOrientation() as Direction
script.zs
// ServerPlayer.bedOrientation() as Direction;
myServerPlayer.bedOrientation();

Return Type: Direction

Getter
script.zs
// ServerPlayer.blockPosiion as BlockPos
myServerPlayer.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
script.zs
// ServerPlayer.blockPosiion() as BlockPos;
myServerPlayer.blockPosiion();

Return Type: BlockPos

Getter
script.zs
// ServerPlayer.blockPosition as BlockPos
myServerPlayer.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
script.zs
// ServerPlayer.blockPosition() as BlockPos;
myServerPlayer.blockPosition();

Return Type: BlockPos

Getter
script.zs
// ServerPlayer.blockX as int
myServerPlayer.blockX

Return Type: int

blockX() as int
script.zs
// ServerPlayer.blockX() as int;
myServerPlayer.blockX();

Return Type: int

Getter
script.zs
// ServerPlayer.blockY as int
myServerPlayer.blockY

Return Type: int

blockY() as int
script.zs
// ServerPlayer.blockY() as int;
myServerPlayer.blockY();

Return Type: int

Getter
script.zs
// ServerPlayer.blockZ as int
myServerPlayer.blockZ

Return Type: int

blockZ() as int
script.zs
// ServerPlayer.blockZ() as int;
myServerPlayer.blockZ();

Return Type: int

Getter
script.zs
// ServerPlayer.boundingBox as AABB
myServerPlayer.boundingBox

Return Type: AABB

boundingBox() as AABB
script.zs
// ServerPlayer.boundingBox() as AABB;
myServerPlayer.boundingBox();

Return Type: AABB

Getter
script.zs
// ServerPlayer.boundingBoxForCulling as AABB
myServerPlayer.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
script.zs
// ServerPlayer.boundingBoxForCulling() as AABB;
myServerPlayer.boundingBoxForCulling();

Return Type: AABB

canAttack(target as LivingEntity) as bool
script.zs
// ServerPlayer.canAttack(target as LivingEntity) as bool;
myServerPlayer.canAttack(myLivingEntity);

Parameters:

target Type: LivingEntity

Return Type: bool

canBeAffected(effectInstance as MobEffectInstance) as bool
script.zs
// ServerPlayer.canBeAffected(effectInstance as MobEffectInstance) as bool;
myServerPlayer.canBeAffected(myMobEffectInstance);

Parameters:

effectInstance Type: MobEffectInstance

Return Type: bool

Getter
script.zs
// ServerPlayer.canBeCollidedWith as bool
myServerPlayer.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
script.zs
// ServerPlayer.canBeCollidedWith() as bool;
myServerPlayer.canBeCollidedWith();

Return Type: bool

Getter
script.zs
// ServerPlayer.canBeSeenAsEnemy as bool
myServerPlayer.canBeSeenAsEnemy

Return Type: bool

canBeSeenAsEnemy() as bool
script.zs
// ServerPlayer.canBeSeenAsEnemy() as bool;
myServerPlayer.canBeSeenAsEnemy();

Return Type: bool

Getter
script.zs
// ServerPlayer.canBeSeenByAnyone as bool
myServerPlayer.canBeSeenByAnyone

Return Type: bool

canBeSeenByAnyone() as bool
script.zs
// ServerPlayer.canBeSeenByAnyone() as bool;
myServerPlayer.canBeSeenByAnyone();

Return Type: bool

Getter
script.zs
// ServerPlayer.canBreatheUnderwater as bool
myServerPlayer.canBreatheUnderwater

Return Type: bool

Getter
script.zs
// ServerPlayer.canBreatheUnderwater as bool
myServerPlayer.canBreatheUnderwater

Return Type: bool

canBreatheUnderwater() as bool
script.zs
// ServerPlayer.canBreatheUnderwater() as bool;
myServerPlayer.canBreatheUnderwater();

Return Type: bool

canBreatheUnderwater() as bool
script.zs
// ServerPlayer.canBreatheUnderwater() as bool;
myServerPlayer.canBreatheUnderwater();

Return Type: bool

canCollideWith(other as Entity) as bool
script.zs
// ServerPlayer.canCollideWith(other as Entity) as bool;
myServerPlayer.canCollideWith(myEntity);

Parameters:

other Type: Entity

Return Type: bool

canEat(ignoreHunger as bool) as bool
script.zs
// ServerPlayer.canEat(ignoreHunger as bool) as bool;
myServerPlayer.canEat(myBool);

Parameters:

ignoreHunger Type: bool

Return Type: bool

Getter
script.zs
// ServerPlayer.canFreeze as bool
myServerPlayer.canFreeze

Return Type: bool

canFreeze() as bool
script.zs
// ServerPlayer.canFreeze() as bool;
myServerPlayer.canFreeze();

Return Type: bool

canHarmPlayer(player as Player) as bool
script.zs
// ServerPlayer.canHarmPlayer(player as Player) as bool;
myServerPlayer.canHarmPlayer(myPlayer);

Parameters:

player Type: Player

Return Type: bool

canStandOnFluid(fluid as Fluid) as bool
script.zs
// ServerPlayer.canStandOnFluid(fluid as Fluid) as bool;
myServerPlayer.canStandOnFluid(myFluid);

Parameters:

fluid Type: Fluid

Return Type: bool

canTakeItem(stack as ItemStack) as bool
script.zs
// ServerPlayer.canTakeItem(stack as ItemStack) as bool;
myServerPlayer.canTakeItem(myItemStack);

Parameters:

stack Type: ItemStack

Return Type: bool

Getter
script.zs
// ServerPlayer.canUseGameMasterBlocks as bool
myServerPlayer.canUseGameMasterBlocks

Return Type: bool

canUseGameMasterBlocks() as bool
script.zs
// ServerPlayer.canUseGameMasterBlocks() as bool;
myServerPlayer.canUseGameMasterBlocks();

Return Type: bool

causeFoodExhaustion(exhaustion as float)
script.zs
// ServerPlayer.causeFoodExhaustion(exhaustion as float);
myServerPlayer.causeFoodExhaustion(myFloat);

Parameters:

exhaustion Type: float
clearFire()
script.zs
// ServerPlayer.clearFire();
myServerPlayer.clearFire();
clearSleepingPos()
script.zs
// ServerPlayer.clearSleepingPos();
myServerPlayer.clearSleepingPos();
closerThan(other as Entity, distance as double) as bool
script.zs
// ServerPlayer.closerThan(other as Entity, distance as double) as bool;
myServerPlayer.closerThan(myEntity, myDouble);

Parameters:

other Type: Entity
distance Type: double

Return Type: bool

Getter
script.zs
// ServerPlayer.commandSenderWorld as Level
myServerPlayer.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
script.zs
// ServerPlayer.commandSenderWorld() as Level;
myServerPlayer.commandSenderWorld();

Return Type: Level

Getter
script.zs
// ServerPlayer.controllingPassenger as Entity
myServerPlayer.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
script.zs
// ServerPlayer.controllingPassenger() as Entity;
myServerPlayer.controllingPassenger();

Return Type: Entity

Getter
script.zs
// ServerPlayer.cooldowns as ItemCooldowns
myServerPlayer.cooldowns

Return Type: ItemCooldowns

cooldowns() as ItemCooldowns
script.zs
// ServerPlayer.cooldowns() as ItemCooldowns;
myServerPlayer.cooldowns();

Return Type: ItemCooldowns

crit(entity as Entity)
script.zs
// ServerPlayer.crit(entity as Entity);
myServerPlayer.crit(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// ServerPlayer.currentItemAttackStrengthDelay as float
myServerPlayer.currentItemAttackStrengthDelay

Return Type: float

currentItemAttackStrengthDelay() as float
script.zs
// ServerPlayer.currentItemAttackStrengthDelay() as float;
myServerPlayer.currentItemAttackStrengthDelay();

Return Type: float

Getter
Gets the custom NBT data for this Entity.
script.zs
// ServerPlayer.customData as MapData
myServerPlayer.customData

Return Type: MapData

customData() as MapData
Gets the custom NBT data for this Entity.

Returns: The custom data for this Entity.

script.zs
// ServerPlayer.customData() as MapData;
myServerPlayer.customData();

Return Type: MapData

Getter
script.zs
// ServerPlayer.customName as Component
myServerPlayer.customName

Return Type: Component

Getter
script.zs
// ServerPlayer.customName as Component
myServerPlayer.customName

Return Type: Component

customName() as Component
script.zs
// ServerPlayer.customName() as Component;
myServerPlayer.customName();

Return Type: Component

customName() as Component
script.zs
// ServerPlayer.customName() as Component;
myServerPlayer.customName();

Return Type: Component

Getter
script.zs
// ServerPlayer.dampensVibrations as bool
myServerPlayer.dampensVibrations

Return Type: bool

dampensVibrations() as bool
script.zs
// ServerPlayer.dampensVibrations() as bool;
myServerPlayer.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// ServerPlayer.data as MapData
myServerPlayer.data

Return Type: MapData

data() as MapData
Gets the NBT data of this Entity.

Returns: The NBT data of this Entity.

script.zs
// ServerPlayer.data() as MapData;
myServerPlayer.data();

Return Type: MapData

Getter
script.zs
// ServerPlayer.deltaMovement as Vec3
myServerPlayer.deltaMovement

Return Type: Vec3

Setter
script.zs
// ServerPlayer.deltaMovement = (deltaMovement as Vec3);
myServerPlayer.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3
deltaMovement() as Vec3
script.zs
// ServerPlayer.deltaMovement() as Vec3;
myServerPlayer.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
script.zs
// ServerPlayer.deltaMovement(deltaMovement as Vec3);
myServerPlayer.deltaMovement(myVec3);

Parameters:

deltaMovement Type: Vec3
die(source as DamageSource)
script.zs
// ServerPlayer.die(source as DamageSource);
myServerPlayer.die(myDamageSource);

Parameters:

source Type: DamageSource
Getter
script.zs
// ServerPlayer.dimensionChangingDelay as int
myServerPlayer.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
script.zs
// ServerPlayer.dimensionChangingDelay() as int;
myServerPlayer.dimensionChangingDelay();

Return Type: int

Getter
script.zs
// ServerPlayer.direction as Direction
myServerPlayer.direction

Return Type: Direction

direction() as Direction
script.zs
// ServerPlayer.direction() as Direction;
myServerPlayer.direction();

Return Type: Direction

disableShield(usingAxe as bool)
script.zs
// ServerPlayer.disableShield(usingAxe as bool);
myServerPlayer.disableShield(myBool);

Parameters:

usingAxe Type: bool
discard()
script.zs
// ServerPlayer.discard();
myServerPlayer.discard();
Getter
script.zs
// ServerPlayer.dismountsUnderwater as bool
myServerPlayer.dismountsUnderwater

Return Type: bool

displayClientMessage(component as Component, actionBar as bool)
script.zs
// ServerPlayer.displayClientMessage(component as Component, actionBar as bool);
myServerPlayer.displayClientMessage(myComponent, myBool);

Parameters:

component Type: Component
actionBar Type: bool
Getter
script.zs
// ServerPlayer.displayName as Component
myServerPlayer.displayName

Return Type: Component

Getter
script.zs
// ServerPlayer.displayName as Component
myServerPlayer.displayName

Return Type: Component

displayName() as Component
script.zs
// ServerPlayer.displayName() as Component;
myServerPlayer.displayName();

Return Type: Component

displayName() as Component
script.zs
// ServerPlayer.displayName() as Component;
myServerPlayer.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
script.zs
// ServerPlayer.distanceTo(entity as Entity) as float;
myServerPlayer.distanceTo(myEntity);

Parameters:

entity Type: Entity

Return Type: float

distanceToSqr(x as double, y as double, z as double) as double
script.zs
// ServerPlayer.distanceToSqr(x as double, y as double, z as double) as double;
myServerPlayer.distanceToSqr(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double

Return Type: double

distanceToSqr(entity as Entity) as double
script.zs
// ServerPlayer.distanceToSqr(entity as Entity) as double;
myServerPlayer.distanceToSqr(myEntity);

Parameters:

entity Type: Entity

Return Type: double

distanceToSqr(vec as Vec3) as double
script.zs
// ServerPlayer.distanceToSqr(vec as Vec3) as double;
myServerPlayer.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3

Return Type: double

doHurtTarget(entity as Entity) as bool
script.zs
// ServerPlayer.doHurtTarget(entity as Entity) as bool;
myServerPlayer.doHurtTarget(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

drop(stack as ItemStack, traceItem as bool) as ItemEntity
script.zs
// ServerPlayer.drop(stack as ItemStack, traceItem as bool) as ItemEntity;
myServerPlayer.drop(myItemStack, myBool);

Parameters:

stack Type: ItemStack
traceItem Type: bool

Return Type: ItemEntity

eat(level as Level, stack as ItemStack) as ItemStack
script.zs
// ServerPlayer.eat(level as Level, stack as ItemStack) as ItemStack;
myServerPlayer.eat(myLevel, myItemStack);

Parameters:

level Type: Level
stack Type: ItemStack

Return Type: ItemStack

ejectPassengers()
script.zs
// ServerPlayer.ejectPassengers();
myServerPlayer.ejectPassengers();
Getter
script.zs
// ServerPlayer.enchantmentSeed as int
myServerPlayer.enchantmentSeed

Return Type: int

enchantmentSeed() as int
script.zs
// ServerPlayer.enchantmentSeed() as int;
myServerPlayer.enchantmentSeed();

Return Type: int

Getter
script.zs
// ServerPlayer.experienceLevel as int
myServerPlayer.experienceLevel

Return Type: int

Setter
script.zs
// ServerPlayer.experienceLevel = (level as int);
myServerPlayer.experienceLevel = myInt;

Parameters:

level Type: int
experienceLevel() as int
script.zs
// ServerPlayer.experienceLevel() as int;
myServerPlayer.experienceLevel();

Return Type: int

experienceLevel(level as int)
script.zs
// ServerPlayer.experienceLevel(level as int);
myServerPlayer.experienceLevel(myInt);

Parameters:

level Type: int
Getter
script.zs
// ServerPlayer.eyeHeight as float
myServerPlayer.eyeHeight

Return Type: float

eyeHeight() as float
script.zs
// ServerPlayer.eyeHeight() as float;
myServerPlayer.eyeHeight();

Return Type: float

Getter
script.zs
// ServerPlayer.eyePosition as Vec3
myServerPlayer.eyePosition

Return Type: Vec3

eyePosition() as Vec3
script.zs
// ServerPlayer.eyePosition() as Vec3;
myServerPlayer.eyePosition();

Return Type: Vec3

Getter
script.zs
// ServerPlayer.eyeY as double
myServerPlayer.eyeY

Return Type: double

eyeY() as double
script.zs
// ServerPlayer.eyeY() as double;
myServerPlayer.eyeY();

Return Type: double

Getter
script.zs
// ServerPlayer.fallFlyingTicks as int
myServerPlayer.fallFlyingTicks

Return Type: int

fallFlyingTicks() as int
script.zs
// ServerPlayer.fallFlyingTicks() as int;
myServerPlayer.fallFlyingTicks();

Return Type: int

Getter
script.zs
// ServerPlayer.feetBlockState as BlockState
myServerPlayer.feetBlockState

Return Type: BlockState

feetBlockState() as BlockState
script.zs
// ServerPlayer.feetBlockState() as BlockState;
myServerPlayer.feetBlockState();

Return Type: BlockState

Getter
script.zs
// ServerPlayer.fireImmune as bool
myServerPlayer.fireImmune

Return Type: bool

fireImmune() as bool
script.zs
// ServerPlayer.fireImmune() as bool;
myServerPlayer.fireImmune();

Return Type: bool

Getter
script.zs
// ServerPlayer.firstPassenger as Entity
myServerPlayer.firstPassenger

Return Type: Entity

firstPassenger() as Entity
script.zs
// ServerPlayer.firstPassenger() as Entity;
myServerPlayer.firstPassenger();

Return Type: Entity

Getter
script.zs
// ServerPlayer.fluidJumpThreshold as double
myServerPlayer.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
script.zs
// ServerPlayer.fluidJumpThreshold() as double;
myServerPlayer.fluidJumpThreshold();

Return Type: double

Getter
script.zs
// ServerPlayer.foodData as FoodData
myServerPlayer.foodData

Return Type: FoodData

foodData() as FoodData
script.zs
// ServerPlayer.foodData() as FoodData;
myServerPlayer.foodData();

Return Type: FoodData

forceAddEffect(effectInstance as MobEffectInstance, entity as Entity)
script.zs
// ServerPlayer.forceAddEffect(effectInstance as MobEffectInstance, entity as Entity);
myServerPlayer.forceAddEffect(myMobEffectInstance, myEntity);

Parameters:

effectInstance Type: MobEffectInstance
entity Type: Entity
Getter
script.zs
// ServerPlayer.forward as Vec3
myServerPlayer.forward

Return Type: Vec3

forward() as Vec3
script.zs
// ServerPlayer.forward() as Vec3;
myServerPlayer.forward();

Return Type: Vec3

getAttribute(attribute as Attribute) as AttributeInstance
script.zs
// ServerPlayer.getAttribute(attribute as Attribute) as AttributeInstance;
myServerPlayer.getAttribute(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: AttributeInstance

getAttributeBaseValue(attribute as Attribute) as double
script.zs
// ServerPlayer.getAttributeBaseValue(attribute as Attribute) as double;
myServerPlayer.getAttributeBaseValue(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: double

getAttributeValue(attribute as Attribute) as double
script.zs
// ServerPlayer.getAttributeValue(attribute as Attribute) as double;
myServerPlayer.getAttributeValue(myAttribute);

Parameters:

attribute Type: Attribute

Return Type: double

getCapability(cap as Capability<T>, side as Direction) as T?
Gets the capability for the given side.

Returns: The found capability or null.

script.zs
// ServerPlayer.getCapability<T>(cap as Capability<T>, side as Direction) as T?;
myServerPlayer.getCapability<T>(Capabilities.ENERGY, <constant:minecraft:direction:north>);

Parameters:

cap Type: Capability<T> - The capability to get.
side Type: Direction - The side to get the capability from, can be null.

Return Type: T?

getCapability(cap as Capability<T>) as T?
Gets the capability.

Returns: The found capability or null.

script.zs
// ServerPlayer.getCapability<T>(cap as Capability<T>) as T?;
myServerPlayer.getCapability<T>(Capabilities.ENERGY);

Parameters:

cap Type: Capability<T> - The capability to get.

Return Type: T?

getDestroySpeed(state as BlockState) as float
script.zs
// ServerPlayer.getDestroySpeed(state as BlockState) as float;
myServerPlayer.getDestroySpeed(myBlockState);

Parameters:

state Type: BlockState

Return Type: float

getEffect(effect as MobEffect) as MobEffectInstance
script.zs
// ServerPlayer.getEffect(effect as MobEffect) as MobEffectInstance;
myServerPlayer.getEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: MobEffectInstance

getEyePosition(partialTicks as float) as Vec3
script.zs
// ServerPlayer.getEyePosition(partialTicks as float) as Vec3;
myServerPlayer.getEyePosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getItemBySlot(slot as EquipmentSlot) as ItemStack
script.zs
// ServerPlayer.getItemBySlot(slot as EquipmentSlot) as ItemStack;
myServerPlayer.getItemBySlot(myEquipmentSlot);

Parameters:

Return Type: ItemStack

getItemInHand(hand as InteractionHand) as ItemStack
script.zs
// ServerPlayer.getItemInHand(hand as InteractionHand) as ItemStack;
myServerPlayer.getItemInHand(myInteractionHand);

Parameters:

Return Type: ItemStack

getPosition(partialTicks as float) as Vec3
script.zs
// ServerPlayer.getPosition(partialTicks as float) as Vec3;
myServerPlayer.getPosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getSwimAmount(partialTicks as float) as float
script.zs
// ServerPlayer.getSwimAmount(partialTicks as float) as float;
myServerPlayer.getSwimAmount(myFloat);

Parameters:

partialTicks Type: float

Return Type: float

getUpVector(partialTicks as float) as Vec3
script.zs
// ServerPlayer.getUpVector(partialTicks as float) as Vec3;
myServerPlayer.getUpVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
script.zs
// ServerPlayer.getViewVector(partialTicks as float) as Vec3;
myServerPlayer.getViewVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getVisibilityPercent(lookingEntity as Entity) as double
script.zs
// ServerPlayer.getVisibilityPercent(lookingEntity as Entity) as double;
myServerPlayer.getVisibilityPercent(myEntity);

Parameters:

lookingEntity Type: Entity

Return Type: double

getX(scale as double) as double
script.zs
// ServerPlayer.getX(scale as double) as double;
myServerPlayer.getX(myDouble);

Parameters:

scale Type: double

Return Type: double

getY(scale as double) as double
script.zs
// ServerPlayer.getY(scale as double) as double;
myServerPlayer.getY(myDouble);

Parameters:

scale Type: double

Return Type: double

getZ(scale as double) as double
script.zs
// ServerPlayer.getZ(scale as double) as double;
myServerPlayer.getZ(myDouble);

Parameters:

scale Type: double

Return Type: double

give(stack as IItemStack, slot as int = -1)
script.zs
// ServerPlayer.give(stack as IItemStack, slot as int = -1);
myServerPlayer.give(myIItemStack, myInt);

Parameters:

stack Type: IItemStack
slot (optional) Type: int

Default Value: -1

giveExperienceLevels(levels as int)
script.zs
// ServerPlayer.giveExperienceLevels(levels as int);
myServerPlayer.giveExperienceLevels(myInt);

Parameters:

levels Type: int
giveExperiencePoints(amount as int)
script.zs
// ServerPlayer.giveExperiencePoints(amount as int);
myServerPlayer.giveExperiencePoints(myInt);

Parameters:

amount Type: int
Getter
script.zs
// ServerPlayer.handSlots as Iterable<ItemStack>
myServerPlayer.handSlots

Return Type: Iterable<ItemStack>

handSlots() as Iterable<ItemStack>
script.zs
// ServerPlayer.handSlots() as Iterable<ItemStack>;
myServerPlayer.handSlots();

Return Type: Iterable<ItemStack>

hasCorrectToolForDrops(state as BlockState) as bool
script.zs
// ServerPlayer.hasCorrectToolForDrops(state as BlockState) as bool;
myServerPlayer.hasCorrectToolForDrops(myBlockState);

Parameters:

state Type: BlockState

Return Type: bool

Getter
script.zs
// ServerPlayer.hasCustomName as bool
myServerPlayer.hasCustomName

Return Type: bool

Getter
script.zs
// ServerPlayer.hasCustomName as bool
myServerPlayer.hasCustomName

Return Type: bool

hasCustomName() as bool
script.zs
// ServerPlayer.hasCustomName() as bool;
myServerPlayer.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// ServerPlayer.hasCustomName() as bool;
myServerPlayer.hasCustomName();

Return Type: bool

hasEffect(effect as MobEffect) as bool
script.zs
// ServerPlayer.hasEffect(effect as MobEffect) as bool;
myServerPlayer.hasEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: bool

Getter
script.zs
// ServerPlayer.hasExactlyOnePlayerPassenger as bool
myServerPlayer.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
script.zs
// ServerPlayer.hasExactlyOnePlayerPassenger() as bool;
myServerPlayer.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
script.zs
// ServerPlayer.hasGlowingTag as bool
myServerPlayer.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
script.zs
// ServerPlayer.hasGlowingTag() as bool;
myServerPlayer.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
script.zs
// ServerPlayer.hasIndirectPassenger(entity as Entity) as bool;
myServerPlayer.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasItemInSlot(slot as EquipmentSlot) as bool
script.zs
// ServerPlayer.hasItemInSlot(slot as EquipmentSlot) as bool;
myServerPlayer.hasItemInSlot(myEquipmentSlot);

Parameters:

Return Type: bool

hasLineOfSight(entity as Entity) as bool
script.zs
// ServerPlayer.hasLineOfSight(entity as Entity) as bool;
myServerPlayer.hasLineOfSight(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(entity as Entity) as bool
script.zs
// ServerPlayer.hasPassenger(entity as Entity) as bool;
myServerPlayer.hasPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as bool
script.zs
// ServerPlayer.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myServerPlayer.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool

Return Type: bool

heal(amount as float)
script.zs
// ServerPlayer.heal(amount as float);
myServerPlayer.heal(myFloat);

Parameters:

amount Type: float
Getter
script.zs
// ServerPlayer.health as float
myServerPlayer.health

Return Type: float

health() as float
script.zs
// ServerPlayer.health() as float;
myServerPlayer.health();

Return Type: float

hurt(source as DamageSource, amount as float) as bool
script.zs
// ServerPlayer.hurt(source as DamageSource, amount as float) as bool;
myServerPlayer.hurt(myDamageSource, myFloat);

Parameters:

source Type: DamageSource
amount Type: float

Return Type: bool

Getter
script.zs
// ServerPlayer.id as int
myServerPlayer.id

Return Type: int

id() as int
script.zs
// ServerPlayer.id() as int;
myServerPlayer.id();

Return Type: int

increaseScore(score as int)
script.zs
// ServerPlayer.increaseScore(score as int);
myServerPlayer.increaseScore(myInt);

Parameters:

score Type: int
Getter
script.zs
// ServerPlayer.inventory as Inventory
myServerPlayer.inventory

Return Type: Inventory

inventory() as Inventory
script.zs
// ServerPlayer.inventory() as Inventory;
myServerPlayer.inventory();

Return Type: Inventory

Getter
script.zs
// ServerPlayer.isAffectedByPotions as bool
myServerPlayer.isAffectedByPotions

Return Type: bool

isAffectedByPotions() as bool
script.zs
// ServerPlayer.isAffectedByPotions() as bool;
myServerPlayer.isAffectedByPotions();

Return Type: bool

Getter
script.zs
// ServerPlayer.isAlive as bool
myServerPlayer.isAlive

Return Type: bool

isAlive() as bool
script.zs
// ServerPlayer.isAlive() as bool;
myServerPlayer.isAlive();

Return Type: bool

Getter
script.zs
// ServerPlayer.isAlwaysTicking as bool
myServerPlayer.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
script.zs
// ServerPlayer.isAlwaysTicking() as bool;
myServerPlayer.isAlwaysTicking();

Return Type: bool

Getter
script.zs
// ServerPlayer.isAttackable as bool
myServerPlayer.isAttackable

Return Type: bool

isAttackable() as bool
script.zs
// ServerPlayer.isAttackable() as bool;
myServerPlayer.isAttackable();

Return Type: bool

Getter
script.zs
// ServerPlayer.isAutoSpinAttack as bool
myServerPlayer.isAutoSpinAttack

Return Type: bool

isAutoSpinAttack() as bool
script.zs
// ServerPlayer.isAutoSpinAttack() as bool;
myServerPlayer.isAutoSpinAttack();

Return Type: bool

Getter
script.zs
// ServerPlayer.isBaby as bool
myServerPlayer.isBaby

Return Type: bool

isBaby() as bool
script.zs
// ServerPlayer.isBaby() as bool;
myServerPlayer.isBaby();

Return Type: bool

Getter
script.zs
// ServerPlayer.isBlocking as bool
myServerPlayer.isBlocking

Return Type: bool

isBlocking() as bool
script.zs
// ServerPlayer.isBlocking() as bool;
myServerPlayer.isBlocking();

Return Type: bool

isColliding(pos as BlockPos, state as BlockState) as bool
script.zs
// ServerPlayer.isColliding(pos as BlockPos, state as BlockState) as bool;
myServerPlayer.isColliding(myBlockPos, myBlockState);

Parameters:

pos Type: BlockPos
state Type: BlockState

Return Type: bool

Getter
script.zs
// ServerPlayer.isCreative as bool
myServerPlayer.isCreative

Return Type: bool

isCreative() as bool
script.zs
// ServerPlayer.isCreative() as bool;
myServerPlayer.isCreative();

Return Type: bool

Getter
script.zs
// ServerPlayer.isCrouching as bool
myServerPlayer.isCrouching

Return Type: bool

isCrouching() as bool
script.zs
// ServerPlayer.isCrouching() as bool;
myServerPlayer.isCrouching();

Return Type: bool

Getter
script.zs
// ServerPlayer.isCurrentlyGlowing as bool
myServerPlayer.isCurrentlyGlowing

Return Type: bool

Getter
script.zs
// ServerPlayer.isCurrentlyGlowing as bool
myServerPlayer.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// ServerPlayer.isCurrentlyGlowing() as bool;
myServerPlayer.isCurrentlyGlowing();

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// ServerPlayer.isCurrentlyGlowing() as bool;
myServerPlayer.isCurrentlyGlowing();

Return Type: bool

Getter
script.zs
// ServerPlayer.isCustomNameVisible as bool
myServerPlayer.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
script.zs
// ServerPlayer.isCustomNameVisible() as bool;
myServerPlayer.isCustomNameVisible();

Return Type: bool

isDamageSourceBlocked(source as DamageSource) as bool
script.zs
// ServerPlayer.isDamageSourceBlocked(source as DamageSource) as bool;
myServerPlayer.isDamageSourceBlocked(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// ServerPlayer.isDeadOrDying as bool
myServerPlayer.isDeadOrDying

Return Type: bool

isDeadOrDying() as bool
script.zs
// ServerPlayer.isDeadOrDying() as bool;
myServerPlayer.isDeadOrDying();

Return Type: bool

Getter
script.zs
// ServerPlayer.isDescending as bool
myServerPlayer.isDescending

Return Type: bool

isDescending() as bool
script.zs
// ServerPlayer.isDescending() as bool;
myServerPlayer.isDescending();

Return Type: bool

Getter
script.zs
// ServerPlayer.isDiscrete as bool
myServerPlayer.isDiscrete

Return Type: bool

isDiscrete() as bool
script.zs
// ServerPlayer.isDiscrete() as bool;
myServerPlayer.isDiscrete();

Return Type: bool

Getter
script.zs
// ServerPlayer.isFallFlying as bool
myServerPlayer.isFallFlying

Return Type: bool

isFallFlying() as bool
script.zs
// ServerPlayer.isFallFlying() as bool;
myServerPlayer.isFallFlying();

Return Type: bool

isFree(x as double, y as double, z as double) as bool
script.zs
// ServerPlayer.isFree(x as double, y as double, z as double) as bool;
myServerPlayer.isFree(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double

Return Type: bool

Getter
script.zs
// ServerPlayer.isFullyFrozen as bool
myServerPlayer.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
script.zs
// ServerPlayer.isFullyFrozen() as bool;
myServerPlayer.isFullyFrozen();

Return Type: bool

isHolding(item as Item) as bool
script.zs
// ServerPlayer.isHolding(item as ItemDefinition) as bool;
myServerPlayer.isHolding(myItem);

Parameters:

Return Type: bool

isHolding(predicate as function(t as ItemStack) as bool) as bool
script.zs
// ServerPlayer.isHolding(predicate as function(t as ItemStack) as bool) as bool;
myServerPlayer.isHolding(myPredicate);

Parameters:

predicate Type: function(t as ItemStack) as bool

Return Type: bool

Getter
script.zs
// ServerPlayer.isHurt as bool
myServerPlayer.isHurt

Return Type: bool

isHurt() as bool
script.zs
// ServerPlayer.isHurt() as bool;
myServerPlayer.isHurt();

Return Type: bool

Getter
script.zs
// ServerPlayer.isInLava as bool
myServerPlayer.isInLava

Return Type: bool

isInLava() as bool
script.zs
// ServerPlayer.isInLava() as bool;
myServerPlayer.isInLava();

Return Type: bool

Getter
script.zs
// ServerPlayer.isInvertedHealAndHarm as bool
myServerPlayer.isInvertedHealAndHarm

Return Type: bool

isInvertedHealAndHarm() as bool
script.zs
// ServerPlayer.isInvertedHealAndHarm() as bool;
myServerPlayer.isInvertedHealAndHarm();

Return Type: bool

Getter
script.zs
// ServerPlayer.isInvisible as bool
myServerPlayer.isInvisible

Return Type: bool

isInvisible() as bool
script.zs
// ServerPlayer.isInvisible() as bool;
myServerPlayer.isInvisible();

Return Type: bool

isInvisibleTo(player as Player) as bool
script.zs
// ServerPlayer.isInvisibleTo(player as Player) as bool;
myServerPlayer.isInvisibleTo(myPlayer);

Parameters:

player Type: Player

Return Type: bool

Getter
script.zs
// ServerPlayer.isInvulnerable as bool
myServerPlayer.isInvulnerable

Return Type: bool

isInvulnerable() as bool
script.zs
// ServerPlayer.isInvulnerable() as bool;
myServerPlayer.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
script.zs
// ServerPlayer.isInvulnerableTo(source as DamageSource) as bool;
myServerPlayer.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// ServerPlayer.isInWall as bool
myServerPlayer.isInWall

Return Type: bool

isInWall() as bool
script.zs
// ServerPlayer.isInWall() as bool;
myServerPlayer.isInWall();

Return Type: bool

Getter
script.zs
// ServerPlayer.isInWater as bool
myServerPlayer.isInWater

Return Type: bool

isInWater() as bool
script.zs
// ServerPlayer.isInWater() as bool;
myServerPlayer.isInWater();

Return Type: bool

Getter
script.zs
// ServerPlayer.isInWaterOrBubble as bool
myServerPlayer.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
script.zs
// ServerPlayer.isInWaterOrBubble() as bool;
myServerPlayer.isInWaterOrBubble();

Return Type: bool

Getter
script.zs
// ServerPlayer.isInWaterOrRain as bool
myServerPlayer.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
script.zs
// ServerPlayer.isInWaterOrRain() as bool;
myServerPlayer.isInWaterOrRain();

Return Type: bool

Getter
script.zs
// ServerPlayer.isInWaterRainOrBubble as bool
myServerPlayer.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as bool
script.zs
// ServerPlayer.isInWaterRainOrBubble() as bool;
myServerPlayer.isInWaterRainOrBubble();

Return Type: bool

Getter
script.zs
// ServerPlayer.isLocalPlayer as bool
myServerPlayer.isLocalPlayer

Return Type: bool

isLocalPlayer() as bool
script.zs
// ServerPlayer.isLocalPlayer() as bool;
myServerPlayer.isLocalPlayer();

Return Type: bool

Getter
script.zs
// ServerPlayer.isNoGravity as bool
myServerPlayer.isNoGravity

Return Type: bool

isNoGravity() as bool
script.zs
// ServerPlayer.isNoGravity() as bool;
myServerPlayer.isNoGravity();

Return Type: bool

Getter
script.zs
// ServerPlayer.isOnFire as bool
myServerPlayer.isOnFire

Return Type: bool

isOnFire() as bool
script.zs
// ServerPlayer.isOnFire() as bool;
myServerPlayer.isOnFire();

Return Type: bool

Getter
script.zs
// ServerPlayer.isOnPortalCooldown as bool
myServerPlayer.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
script.zs
// ServerPlayer.isOnPortalCooldown() as bool;
myServerPlayer.isOnPortalCooldown();

Return Type: bool

Getter
script.zs
// ServerPlayer.isPassenger as bool
myServerPlayer.isPassenger

Return Type: bool

isPassenger() as bool
script.zs
// ServerPlayer.isPassenger() as bool;
myServerPlayer.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
script.zs
// ServerPlayer.isPassengerOfSameVehicle(entity as Entity) as bool;
myServerPlayer.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

Getter
script.zs
// ServerPlayer.isPickable as bool
myServerPlayer.isPickable

Return Type: bool

isPickable() as bool
script.zs
// ServerPlayer.isPickable() as bool;
myServerPlayer.isPickable();

Return Type: bool

Getter
script.zs
// ServerPlayer.isPushable as bool
myServerPlayer.isPushable

Return Type: bool

isPushable() as bool
script.zs
// ServerPlayer.isPushable() as bool;
myServerPlayer.isPushable();

Return Type: bool

Getter
script.zs
// ServerPlayer.isPushedByFluid as bool
myServerPlayer.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
script.zs
// ServerPlayer.isPushedByFluid() as bool;
myServerPlayer.isPushedByFluid();

Return Type: bool

Getter
script.zs
// ServerPlayer.isReducedDebugInfo as bool
myServerPlayer.isReducedDebugInfo

Return Type: bool

isReducedDebugInfo() as bool
script.zs
// ServerPlayer.isReducedDebugInfo() as bool;
myServerPlayer.isReducedDebugInfo();

Return Type: bool

Getter
script.zs
// ServerPlayer.isRemoved as bool
myServerPlayer.isRemoved

Return Type: bool

isRemoved() as bool
script.zs
// ServerPlayer.isRemoved() as bool;
myServerPlayer.isRemoved();

Return Type: bool

Getter
script.zs
// ServerPlayer.isScoping as bool
myServerPlayer.isScoping

Return Type: bool

isScoping() as bool
script.zs
// ServerPlayer.isScoping() as bool;
myServerPlayer.isScoping();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSecondaryUseActive as bool
myServerPlayer.isSecondaryUseActive

Return Type: bool

isSecondaryUseActive() as bool
script.zs
// ServerPlayer.isSecondaryUseActive() as bool;
myServerPlayer.isSecondaryUseActive();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSensitiveToWater as bool
myServerPlayer.isSensitiveToWater

Return Type: bool

isSensitiveToWater() as bool
script.zs
// ServerPlayer.isSensitiveToWater() as bool;
myServerPlayer.isSensitiveToWater();

Return Type: bool

Getter
script.zs
// ServerPlayer.isShiftKeyDown as bool
myServerPlayer.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
script.zs
// ServerPlayer.isShiftKeyDown() as bool;
myServerPlayer.isShiftKeyDown();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSilent as bool
myServerPlayer.isSilent

Return Type: bool

isSilent() as bool
script.zs
// ServerPlayer.isSilent() as bool;
myServerPlayer.isSilent();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSleeping as bool
myServerPlayer.isSleeping

Return Type: bool

isSleeping() as bool
script.zs
// ServerPlayer.isSleeping() as bool;
myServerPlayer.isSleeping();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSleepingLongEnough as bool
myServerPlayer.isSleepingLongEnough

Return Type: bool

isSleepingLongEnough() as bool
script.zs
// ServerPlayer.isSleepingLongEnough() as bool;
myServerPlayer.isSleepingLongEnough();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSpectator as bool
myServerPlayer.isSpectator

Return Type: bool

isSpectator() as bool
script.zs
// ServerPlayer.isSpectator() as bool;
myServerPlayer.isSpectator();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSprinting as bool
myServerPlayer.isSprinting

Return Type: bool

isSprinting() as bool
script.zs
// ServerPlayer.isSprinting() as bool;
myServerPlayer.isSprinting();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSteppingCarefully as bool
myServerPlayer.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
script.zs
// ServerPlayer.isSteppingCarefully() as bool;
myServerPlayer.isSteppingCarefully();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSuppressingBounce as bool
myServerPlayer.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
script.zs
// ServerPlayer.isSuppressingBounce() as bool;
myServerPlayer.isSuppressingBounce();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSuppressingSlidingDownLadder as bool
myServerPlayer.isSuppressingSlidingDownLadder

Return Type: bool

isSuppressingSlidingDownLadder() as bool
script.zs
// ServerPlayer.isSuppressingSlidingDownLadder() as bool;
myServerPlayer.isSuppressingSlidingDownLadder();

Return Type: bool

Getter
script.zs
// ServerPlayer.isSwimming as bool
myServerPlayer.isSwimming

Return Type: bool

isSwimming() as bool
script.zs
// ServerPlayer.isSwimming() as bool;
myServerPlayer.isSwimming();

Return Type: bool

Getter
script.zs
// ServerPlayer.isUnderWater as bool
myServerPlayer.isUnderWater

Return Type: bool

isUnderWater() as bool
script.zs
// ServerPlayer.isUnderWater() as bool;
myServerPlayer.isUnderWater();

Return Type: bool

Getter
script.zs
// ServerPlayer.isUsingItem as bool
myServerPlayer.isUsingItem

Return Type: bool

isUsingItem() as bool
script.zs
// ServerPlayer.isUsingItem() as bool;
myServerPlayer.isUsingItem();

Return Type: bool

Getter
script.zs
// ServerPlayer.isVehicle as bool
myServerPlayer.isVehicle

Return Type: bool

isVehicle() as bool
script.zs
// ServerPlayer.isVehicle() as bool;
myServerPlayer.isVehicle();

Return Type: bool

Getter
script.zs
// ServerPlayer.isVisuallyCrawling as bool
myServerPlayer.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
script.zs
// ServerPlayer.isVisuallyCrawling() as bool;
myServerPlayer.isVisuallyCrawling();

Return Type: bool

Getter
script.zs
// ServerPlayer.isVisuallySwimming as bool
myServerPlayer.isVisuallySwimming

Return Type: bool

Getter
script.zs
// ServerPlayer.isVisuallySwimming as bool
myServerPlayer.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
script.zs
// ServerPlayer.isVisuallySwimming() as bool;
myServerPlayer.isVisuallySwimming();

Return Type: bool

isVisuallySwimming() as bool
script.zs
// ServerPlayer.isVisuallySwimming() as bool;
myServerPlayer.isVisuallySwimming();

Return Type: bool

Getter
script.zs
// ServerPlayer.jumpBoostPower as double
myServerPlayer.jumpBoostPower

Return Type: double

jumpBoostPower() as double
script.zs
// ServerPlayer.jumpBoostPower() as double;
myServerPlayer.jumpBoostPower();

Return Type: double

jumpFromGround()
script.zs
// ServerPlayer.jumpFromGround();
myServerPlayer.jumpFromGround();
kill()
script.zs
// ServerPlayer.kill();
myServerPlayer.kill();
Getter
script.zs
// ServerPlayer.killCredit as LivingEntity
myServerPlayer.killCredit

Return Type: LivingEntity

killCredit() as LivingEntity
script.zs
// ServerPlayer.killCredit() as LivingEntity;
myServerPlayer.killCredit();

Return Type: LivingEntity

knockback(x as double, y as double, z as double)
script.zs
// ServerPlayer.knockback(x as double, y as double, z as double);
myServerPlayer.knockback(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// ServerPlayer.lastClimbablePos as BlockPos
myServerPlayer.lastClimbablePos

Return Type: BlockPos

lastClimbablePos() as BlockPos
script.zs
// ServerPlayer.lastClimbablePos() as BlockPos;
myServerPlayer.lastClimbablePos();

Return Type: BlockPos

Getter
script.zs
// ServerPlayer.lastDamageSource as DamageSource
myServerPlayer.lastDamageSource

Return Type: DamageSource

lastDamageSource() as DamageSource
script.zs
// ServerPlayer.lastDamageSource() as DamageSource;
myServerPlayer.lastDamageSource();

Return Type: DamageSource

Getter
script.zs
// ServerPlayer.lastHurtByMob as LivingEntity
myServerPlayer.lastHurtByMob

Return Type: LivingEntity

lastHurtByMob() as LivingEntity
script.zs
// ServerPlayer.lastHurtByMob() as LivingEntity;
myServerPlayer.lastHurtByMob();

Return Type: LivingEntity

Getter
script.zs
// ServerPlayer.lastHurtByMobTimestamp as int
myServerPlayer.lastHurtByMobTimestamp

Return Type: int

lastHurtByMobTimestamp() as int
script.zs
// ServerPlayer.lastHurtByMobTimestamp() as int;
myServerPlayer.lastHurtByMobTimestamp();

Return Type: int

Getter
script.zs
// ServerPlayer.lastHurtMob as LivingEntity
myServerPlayer.lastHurtMob

Return Type: LivingEntity

lastHurtMob() as LivingEntity
script.zs
// ServerPlayer.lastHurtMob() as LivingEntity;
myServerPlayer.lastHurtMob();

Return Type: LivingEntity

Getter
script.zs
// ServerPlayer.lastHurtMobTimestamp as int
myServerPlayer.lastHurtMobTimestamp

Return Type: int

lastHurtMobTimestamp() as int
script.zs
// ServerPlayer.lastHurtMobTimestamp() as int;
myServerPlayer.lastHurtMobTimestamp();

Return Type: int

lavaHurt()
script.zs
// ServerPlayer.lavaHurt();
myServerPlayer.lavaHurt();
Getter
script.zs
// ServerPlayer.level as Level
myServerPlayer.level

Return Type: Level

Getter
script.zs
// ServerPlayer.lookAngle as Vec3
myServerPlayer.lookAngle

Return Type: Vec3

lookAngle() as Vec3
script.zs
// ServerPlayer.lookAngle() as Vec3;
myServerPlayer.lookAngle();

Return Type: Vec3

Getter
script.zs
// ServerPlayer.lootTable as ResourceLocation
myServerPlayer.lootTable

Return Type: ResourceLocation

lootTable() as ResourceLocation
script.zs
// ServerPlayer.lootTable() as ResourceLocation;
myServerPlayer.lootTable();

Return Type: ResourceLocation

Getter
script.zs
// ServerPlayer.luck as float
myServerPlayer.luck

Return Type: float

luck() as float
script.zs
// ServerPlayer.luck() as float;
myServerPlayer.luck();

Return Type: float

magicCrit(entity as Entity)
script.zs
// ServerPlayer.magicCrit(entity as Entity);
myServerPlayer.magicCrit(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// ServerPlayer.mainArm as HumanoidArm
myServerPlayer.mainArm

Return Type: HumanoidArm

Getter
script.zs
// ServerPlayer.mainArm as HumanoidArm
myServerPlayer.mainArm

Return Type: HumanoidArm

mainArm() as HumanoidArm
script.zs
// ServerPlayer.mainArm() as HumanoidArm;
myServerPlayer.mainArm();

Return Type: HumanoidArm

mainArm() as HumanoidArm
script.zs
// ServerPlayer.mainArm() as HumanoidArm;
myServerPlayer.mainArm();

Return Type: HumanoidArm

Getter
script.zs
// ServerPlayer.mainHandItem as ItemStack
myServerPlayer.mainHandItem

Return Type: ItemStack

mainHandItem() as ItemStack
script.zs
// ServerPlayer.mainHandItem() as ItemStack;
myServerPlayer.mainHandItem();

Return Type: ItemStack

Getter
script.zs
// ServerPlayer.maxAirSupply as int
myServerPlayer.maxAirSupply

Return Type: int

maxAirSupply() as int
script.zs
// ServerPlayer.maxAirSupply() as int;
myServerPlayer.maxAirSupply();

Return Type: int

Getter
script.zs
// ServerPlayer.maxFallDistance as int
myServerPlayer.maxFallDistance

Return Type: int

maxFallDistance() as int
script.zs
// ServerPlayer.maxFallDistance() as int;
myServerPlayer.maxFallDistance();

Return Type: int

Getter
script.zs
// ServerPlayer.maxHealth as float
myServerPlayer.maxHealth

Return Type: float

maxHealth() as float
script.zs
// ServerPlayer.maxHealth() as float;
myServerPlayer.maxHealth();

Return Type: float

Getter
script.zs
// ServerPlayer.mayBuild as bool
myServerPlayer.mayBuild

Return Type: bool

mayBuild() as bool
script.zs
// ServerPlayer.mayBuild() as bool;
myServerPlayer.mayBuild();

Return Type: bool

Getter
script.zs
// ServerPlayer.mobType as MobType
myServerPlayer.mobType

Return Type: MobType

mobType() as MobType
script.zs
// ServerPlayer.mobType() as MobType;
myServerPlayer.mobType();

Return Type: MobType

Getter
script.zs
// ServerPlayer.motionDirection as Direction
myServerPlayer.motionDirection

Return Type: Direction

motionDirection() as Direction
script.zs
// ServerPlayer.motionDirection() as Direction;
myServerPlayer.motionDirection();

Return Type: Direction

moveRelative(amount as float, relative as Vec3)
script.zs
// ServerPlayer.moveRelative(amount as float, relative as Vec3);
myServerPlayer.moveRelative(myFloat, myVec3);

Parameters:

amount Type: float
relative Type: Vec3
moveTo(vec as Vec3)
script.zs
// ServerPlayer.moveTo(vec as Vec3);
myServerPlayer.moveTo(myVec3);

Parameters:

vec Type: Vec3
moveTo(x as double, y as double, z as double)
script.zs
// ServerPlayer.moveTo(x as double, y as double, z as double);
myServerPlayer.moveTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
moveTo(pos as BlockPos, yaw as float, pitch as float)
script.zs
// ServerPlayer.moveTo(pos as BlockPos, yaw as float, pitch as float);
myServerPlayer.moveTo(myBlockPos, myFloat, myFloat);

Parameters:

pos Type: BlockPos
yaw Type: float
pitch Type: float
moveTo(x as double, y as double, z as double, yaw as float, pitch as float)
script.zs
// ServerPlayer.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myServerPlayer.moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);

Parameters:

x Type: double
y Type: double
z Type: double
yaw Type: float
pitch Type: float
Getter
script.zs
// ServerPlayer.name as Component
myServerPlayer.name

Return Type: Component

Getter
script.zs
// ServerPlayer.name as Component
myServerPlayer.name

Return Type: Component

name() as Component
script.zs
// ServerPlayer.name() as Component;
myServerPlayer.name();

Return Type: Component

name() as Component
script.zs
// ServerPlayer.name() as Component;
myServerPlayer.name();

Return Type: Component

Getter
script.zs
// ServerPlayer.noActionTime as int
myServerPlayer.noActionTime

Return Type: int

noActionTime() as int
script.zs
// ServerPlayer.noActionTime() as int;
myServerPlayer.noActionTime();

Return Type: int

Getter
script.zs
// ServerPlayer.offHandItem as ItemStack
myServerPlayer.offHandItem

Return Type: ItemStack

offHandItem() as ItemStack
script.zs
// ServerPlayer.offHandItem() as ItemStack;
myServerPlayer.offHandItem();

Return Type: ItemStack

Getter
script.zs
// ServerPlayer.onGround as bool
myServerPlayer.onGround

Return Type: bool

Getter
script.zs
// ServerPlayer.onPos as BlockPos
myServerPlayer.onPos

Return Type: BlockPos

onPos() as BlockPos
script.zs
// ServerPlayer.onPos() as BlockPos;
myServerPlayer.onPos();

Return Type: BlockPos

Getter
script.zs
// ServerPlayer.passengers as List<Entity>
myServerPlayer.passengers

Return Type: List<Entity>

passengers() as List<Entity>
script.zs
// ServerPlayer.passengers() as List<Entity>;
myServerPlayer.passengers();

Return Type: List<Entity>

Getter
script.zs
// ServerPlayer.percentFrozen as float
myServerPlayer.percentFrozen

Return Type: float

percentFrozen() as float
script.zs
// ServerPlayer.percentFrozen() as float;
myServerPlayer.percentFrozen();

Return Type: float

Getter
Gets the persistent NBT data for this player.

Persistent data is kept through deaths

script.zs
// ServerPlayer.persistentData as MapData
myServerPlayer.persistentData

Return Type: MapData

persistentData() as MapData
Gets the persistent NBT data for this player.

Persistent data is kept through deaths

Returns: The persistent data for this Entity.

script.zs
// ServerPlayer.persistentData() as MapData;
myServerPlayer.persistentData();

Return Type: MapData

Getter
script.zs
// ServerPlayer.pistonPushReaction as PushReaction
myServerPlayer.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
script.zs
// ServerPlayer.pistonPushReaction() as PushReaction;
myServerPlayer.pistonPushReaction();

Return Type: PushReaction

playNotifySound(event as SoundEvent, source as SoundSource, volume as float, pitch as float)
script.zs
// ServerPlayer.playNotifySound(event as SoundEvent, source as SoundSource, volume as float, pitch as float);
myServerPlayer.playNotifySound(mySoundEvent, mySoundSource, myFloat, myFloat);

Parameters:

event Type: SoundEvent
source Type: SoundSource
volume Type: float
pitch Type: float
playSound(sound as SoundEvent, volume as float, pitch as float)
script.zs
// ServerPlayer.playSound(sound as SoundEvent, volume as float, pitch as float);
myServerPlayer.playSound(mySoundEvent, myFloat, myFloat);

Parameters:

sound Type: SoundEvent
volume Type: float
pitch Type: float
Getter
script.zs
// ServerPlayer.portalWaitTime as int
myServerPlayer.portalWaitTime

Return Type: int

portalWaitTime() as int
script.zs
// ServerPlayer.portalWaitTime() as int;
myServerPlayer.portalWaitTime();

Return Type: int

Getter
script.zs
// ServerPlayer.position as Vec3
myServerPlayer.position

Return Type: Vec3

position() as Vec3
script.zs
// ServerPlayer.position() as Vec3;
myServerPlayer.position();

Return Type: Vec3

positionRider(entity as Entity)
script.zs
// ServerPlayer.positionRider(entity as Entity);
myServerPlayer.positionRider(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// ServerPlayer.random as RandomSource
myServerPlayer.random

Return Type: RandomSource

random() as RandomSource
script.zs
// ServerPlayer.random() as RandomSource;
myServerPlayer.random();

Return Type: RandomSource

Getter
script.zs
// ServerPlayer.registryName as ResourceLocation
myServerPlayer.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
script.zs
// ServerPlayer.registryName() as ResourceLocation;
myServerPlayer.registryName();

Return Type: ResourceLocation

releaseUsingItem()
script.zs
// ServerPlayer.releaseUsingItem();
myServerPlayer.releaseUsingItem();
Getter
script.zs
// ServerPlayer.remainingFireTicks as int
myServerPlayer.remainingFireTicks

Return Type: int

remainingFireTicks() as int
script.zs
// ServerPlayer.remainingFireTicks() as int;
myServerPlayer.remainingFireTicks();

Return Type: int

removeAllEffects() as bool
script.zs
// ServerPlayer.removeAllEffects() as bool;
myServerPlayer.removeAllEffects();

Return Type: bool

removeEffect(effect as MobEffect) as bool
script.zs
// ServerPlayer.removeEffect(effect as MobEffect) as bool;
myServerPlayer.removeEffect(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: bool

removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance
script.zs
// ServerPlayer.removeEffectNoUpdate(effect as MobEffect) as MobEffectInstance;
myServerPlayer.removeEffectNoUpdate(myMobEffect);

Parameters:

effect Type: MobEffect

Return Type: MobEffectInstance

removeTag(tagName as string) as bool
script.zs
// ServerPlayer.removeTag(tagName as string) as bool;
myServerPlayer.removeTag(myString);

Parameters:

tagName Type: string

Return Type: bool

removeVehicle()
script.zs
// ServerPlayer.removeVehicle();
myServerPlayer.removeVehicle();
respawn()
script.zs
// ServerPlayer.respawn();
myServerPlayer.respawn();
Getter
script.zs
// ServerPlayer.rootVehicle as Entity
myServerPlayer.rootVehicle

Return Type: Entity

rootVehicle() as Entity
script.zs
// ServerPlayer.rootVehicle() as Entity;
myServerPlayer.rootVehicle();

Return Type: Entity

Getter
script.zs
// ServerPlayer.scale as float
myServerPlayer.scale

Return Type: float

scale() as float
script.zs
// ServerPlayer.scale() as float;
myServerPlayer.scale();

Return Type: float

Getter
script.zs
// ServerPlayer.score as int
myServerPlayer.score

Return Type: int

score() as int
script.zs
// ServerPlayer.score() as int;
myServerPlayer.score();

Return Type: int

sendMessage(text as Component)
script.zs
// ServerPlayer.sendMessage(text as Component);
myServerPlayer.sendMessage(myComponent);

Parameters:

text Type: Component
sendMessage(component as Component)
script.zs
// ServerPlayer.sendMessage(component as Component);
myServerPlayer.sendMessage(myComponent);

Parameters:

component Type: Component
setAbsorptionAmount(absorption as float)
script.zs
// ServerPlayer.setAbsorptionAmount(absorption as float);
myServerPlayer.setAbsorptionAmount(myFloat);

Parameters:

absorption Type: float
setAirSupply(air as int)
script.zs
// ServerPlayer.setAirSupply(air as int);
myServerPlayer.setAirSupply(myInt);

Parameters:

air Type: int
setArrowCount(count as int)
script.zs
// ServerPlayer.setArrowCount(count as int);
myServerPlayer.setArrowCount(myInt);

Parameters:

count Type: int
setCustomName(name as Component)
script.zs
// ServerPlayer.setCustomName(name as Component);
myServerPlayer.setCustomName(myComponent);

Parameters:

name Type: Component
setCustomNameVisible(visible as bool)
script.zs
// ServerPlayer.setCustomNameVisible(visible as bool);
myServerPlayer.setCustomNameVisible(myBool);

Parameters:

visible Type: bool
setDeltaMovement(xDelta as double, yDelta as double, zDelta as double)
script.zs
// ServerPlayer.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myServerPlayer.setDeltaMovement(myDouble, myDouble, myDouble);

Parameters:

xDelta Type: double
yDelta Type: double
zDelta Type: double
setDiscardFriction(discardFriction as bool)
script.zs
// ServerPlayer.setDiscardFriction(discardFriction as bool);
myServerPlayer.setDiscardFriction(myBool);

Parameters:

discardFriction Type: bool
setEntityOnShoulder(entityData as MapData) as bool
script.zs
// ServerPlayer.setEntityOnShoulder(entityData as MapData) as bool;
myServerPlayer.setEntityOnShoulder(myMapData);

Parameters:

entityData Type: MapData

Return Type: bool

setGlowingTag(glowing as bool)
script.zs
// ServerPlayer.setGlowingTag(glowing as bool);
myServerPlayer.setGlowingTag(myBool);

Parameters:

glowing Type: bool
setHealth(health as float)
script.zs
// ServerPlayer.setHealth(health as float);
myServerPlayer.setHealth(myFloat);

Parameters:

health Type: float
setInvisible(invisible as bool)
script.zs
// ServerPlayer.setInvisible(invisible as bool);
myServerPlayer.setInvisible(myBool);

Parameters:

invisible Type: bool
setInvulnerable(invulnerable as bool)
script.zs
// ServerPlayer.setInvulnerable(invulnerable as bool);
myServerPlayer.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool
setIsInPowderSnow(inPowderSnow as bool)
script.zs
// ServerPlayer.setIsInPowderSnow(inPowderSnow as bool);
myServerPlayer.setIsInPowderSnow(myBool);

Parameters:

inPowderSnow Type: bool
setItemInHand(hand as InteractionHand, stack as ItemStack)
script.zs
// ServerPlayer.setItemInHand(hand as InteractionHand, stack as ItemStack);
myServerPlayer.setItemInHand(myInteractionHand, myItemStack);

Parameters:

setItemSlot(slot as EquipmentSlot, stack as ItemStack)
script.zs
// ServerPlayer.setItemSlot(slot as EquipmentSlot, stack as ItemStack);
myServerPlayer.setItemSlot(myEquipmentSlot, myItemStack);

Parameters:

stack Type: ItemStack
setJumping(jumping as bool)
script.zs
// ServerPlayer.setJumping(jumping as bool);
myServerPlayer.setJumping(myBool);

Parameters:

jumping Type: bool
setLastHurtByMob(entity as LivingEntity)
script.zs
// ServerPlayer.setLastHurtByMob(entity as LivingEntity);
myServerPlayer.setLastHurtByMob(myLivingEntity);

Parameters:

entity Type: LivingEntity
setLastHurtByPlayer(player as Player)
script.zs
// ServerPlayer.setLastHurtByPlayer(player as Player);
myServerPlayer.setLastHurtByPlayer(myPlayer);

Parameters:

player Type: Player
setLastHurtMob(entity as Entity)
script.zs
// ServerPlayer.setLastHurtMob(entity as Entity);
myServerPlayer.setLastHurtMob(myEntity);

Parameters:

entity Type: Entity
setMainArm(arm as HumanoidArm)
script.zs
// ServerPlayer.setMainArm(arm as HumanoidArm);
myServerPlayer.setMainArm(myHumanoidArm);

Parameters:

setNoActionTime(idleTime as int)
script.zs
// ServerPlayer.setNoActionTime(idleTime as int);
myServerPlayer.setNoActionTime(myInt);

Parameters:

idleTime Type: int
setNoGravity(noGravity as bool)
script.zs
// ServerPlayer.setNoGravity(noGravity as bool);
myServerPlayer.setNoGravity(myBool);

Parameters:

noGravity Type: bool
setOldPosAndRot()
script.zs
// ServerPlayer.setOldPosAndRot();
myServerPlayer.setOldPosAndRot();
setOnGround(onGround as bool)
script.zs
// ServerPlayer.setOnGround(onGround as bool);
myServerPlayer.setOnGround(myBool);

Parameters:

onGround Type: bool
setPortalCooldown()
script.zs
// ServerPlayer.setPortalCooldown();
myServerPlayer.setPortalCooldown();
setPos(position as Vec3)
script.zs
// ServerPlayer.setPos(position as Vec3);
myServerPlayer.setPos(myVec3);

Parameters:

position Type: Vec3
setPos(x as double, y as double, z as double)
script.zs
// ServerPlayer.setPos(x as double, y as double, z as double);
myServerPlayer.setPos(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
setPosRaw(x as double, y as double, z as double)
script.zs
// ServerPlayer.setPosRaw(x as double, y as double, z as double);
myServerPlayer.setPosRaw(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
setReducedDebugInfo(reducedDebugInfo as bool)
script.zs
// ServerPlayer.setReducedDebugInfo(reducedDebugInfo as bool);
myServerPlayer.setReducedDebugInfo(myBool);

Parameters:

reducedDebugInfo Type: bool
setRemainingFireTicks(ticks as int)
script.zs
// ServerPlayer.setRemainingFireTicks(ticks as int);
myServerPlayer.setRemainingFireTicks(myInt);

Parameters:

ticks Type: int
setRemoved(var1 as RemovalReason)
script.zs
// ServerPlayer.setRemoved(var1 as RemovalReason);
myServerPlayer.setRemoved(myRemovalReason);

Parameters:

setScore(score as int)
script.zs
// ServerPlayer.setScore(score as int);
myServerPlayer.setScore(myInt);

Parameters:

score Type: int
setSecondsOnFire(seconds as int)
script.zs
// ServerPlayer.setSecondsOnFire(seconds as int);
myServerPlayer.setSecondsOnFire(myInt);

Parameters:

seconds Type: int
setShiftKeyDown(keyDown as bool)
script.zs
// ServerPlayer.setShiftKeyDown(keyDown as bool);
myServerPlayer.setShiftKeyDown(myBool);

Parameters:

keyDown Type: bool
setSilent(silent as bool)
script.zs
// ServerPlayer.setSilent(silent as bool);
myServerPlayer.setSilent(myBool);

Parameters:

silent Type: bool
setSleepingPos(pos as BlockPos)
script.zs
// ServerPlayer.setSleepingPos(pos as BlockPos);
myServerPlayer.setSleepingPos(myBlockPos);

Parameters:

pos Type: BlockPos
setSpeed(speed as float)
script.zs
// ServerPlayer.setSpeed(speed as float);
myServerPlayer.setSpeed(myFloat);

Parameters:

speed Type: float
setSprinting(sprinting as bool)
script.zs
// ServerPlayer.setSprinting(sprinting as bool);
myServerPlayer.setSprinting(myBool);

Parameters:

sprinting Type: bool
setStingerCount(count as int)
script.zs
// ServerPlayer.setStingerCount(count as int);
myServerPlayer.setStingerCount(myInt);

Parameters:

count Type: int
setSwimming(swimming as bool)
script.zs
// ServerPlayer.setSwimming(swimming as bool);
myServerPlayer.setSwimming(myBool);

Parameters:

swimming Type: bool
setTicksFrozen(ticks as int)
script.zs
// ServerPlayer.setTicksFrozen(ticks as int);
myServerPlayer.setTicksFrozen(myInt);

Parameters:

ticks Type: int
Getter
script.zs
// ServerPlayer.shouldBeSaved as bool
myServerPlayer.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
script.zs
// ServerPlayer.shouldBeSaved() as bool;
myServerPlayer.shouldBeSaved();

Return Type: bool

Getter
script.zs
// ServerPlayer.shouldDiscardFriction as bool
myServerPlayer.shouldDiscardFriction

Return Type: bool

shouldDiscardFriction() as bool
script.zs
// ServerPlayer.shouldDiscardFriction() as bool;
myServerPlayer.shouldDiscardFriction();

Return Type: bool

Getter
script.zs
// ServerPlayer.shoulderEntityLeft as MapData
myServerPlayer.shoulderEntityLeft

Return Type: MapData

shoulderEntityLeft() as MapData
script.zs
// ServerPlayer.shoulderEntityLeft() as MapData;
myServerPlayer.shoulderEntityLeft();

Return Type: MapData

Getter
script.zs
// ServerPlayer.shoulderEntityRight as MapData
myServerPlayer.shoulderEntityRight

Return Type: MapData

shoulderEntityRight() as MapData
script.zs
// ServerPlayer.shoulderEntityRight() as MapData;
myServerPlayer.shoulderEntityRight();

Return Type: MapData

Getter
script.zs
// ServerPlayer.shouldInformAdmins as bool
myServerPlayer.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
script.zs
// ServerPlayer.shouldInformAdmins() as bool;
myServerPlayer.shouldInformAdmins();

Return Type: bool

Getter
script.zs
// ServerPlayer.shouldShowName as bool
myServerPlayer.shouldShowName

Return Type: bool

shouldShowName() as bool
script.zs
// ServerPlayer.shouldShowName() as bool;
myServerPlayer.shouldShowName();

Return Type: bool

Getter
script.zs
// ServerPlayer.showVehicleHealth as bool
myServerPlayer.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
script.zs
// ServerPlayer.showVehicleHealth() as bool;
myServerPlayer.showVehicleHealth();

Return Type: bool

Getter
script.zs
// ServerPlayer.sleepingPos as BlockPos
myServerPlayer.sleepingPos

Return Type: BlockPos

sleepingPos() as BlockPos
script.zs
// ServerPlayer.sleepingPos() as BlockPos;
myServerPlayer.sleepingPos();

Return Type: BlockPos

Getter
script.zs
// ServerPlayer.sleepTimer as int
myServerPlayer.sleepTimer

Return Type: int

sleepTimer() as int
script.zs
// ServerPlayer.sleepTimer() as int;
myServerPlayer.sleepTimer();

Return Type: int

Getter
script.zs
// ServerPlayer.soundSource as SoundSource
myServerPlayer.soundSource

Return Type: SoundSource

soundSource() as SoundSource
script.zs
// ServerPlayer.soundSource() as SoundSource;
myServerPlayer.soundSource();

Return Type: SoundSource

Getter
script.zs
// ServerPlayer.speed as float
myServerPlayer.speed

Return Type: float

speed() as float
script.zs
// ServerPlayer.speed() as float;
myServerPlayer.speed();

Return Type: float

startRiding(entity as Entity) as bool
script.zs
// ServerPlayer.startRiding(entity as Entity) as bool;
myServerPlayer.startRiding(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

startRiding(entity as Entity, force as bool) as bool
script.zs
// ServerPlayer.startRiding(entity as Entity, force as bool) as bool;
myServerPlayer.startRiding(myEntity, myBool);

Parameters:

entity Type: Entity
force Type: bool

Return Type: bool

startSleeping(pos as BlockPos)
script.zs
// ServerPlayer.startSleeping(pos as BlockPos);
myServerPlayer.startSleeping(myBlockPos);

Parameters:

pos Type: BlockPos
startUsingItem(param0 as InteractionHand)
script.zs
// ServerPlayer.startUsingItem(param0 as InteractionHand);
myServerPlayer.startUsingItem(myInteractionHand);

Parameters:

Getter
script.zs
// ServerPlayer.stingerCount as int
myServerPlayer.stingerCount

Return Type: int

stingerCount() as int
script.zs
// ServerPlayer.stingerCount() as int;
myServerPlayer.stingerCount();

Return Type: int

stopRiding()
script.zs
// ServerPlayer.stopRiding();
myServerPlayer.stopRiding();
stopSleeping()
script.zs
// ServerPlayer.stopSleeping();
myServerPlayer.stopSleeping();
stopSleeping()
script.zs
// ServerPlayer.stopSleeping();
myServerPlayer.stopSleeping();
stopUsingItem()
script.zs
// ServerPlayer.stopUsingItem();
myServerPlayer.stopUsingItem();
Getter
script.zs
// ServerPlayer.stringUUID as string
myServerPlayer.stringUUID

Return Type: string

stringUUID() as string
script.zs
// ServerPlayer.stringUUID() as string;
myServerPlayer.stringUUID();

Return Type: string

sweepAttack()
script.zs
// ServerPlayer.sweepAttack();
myServerPlayer.sweepAttack();
swing(hand as InteractionHand)
script.zs
// ServerPlayer.swing(hand as InteractionHand);
myServerPlayer.swing(myInteractionHand);

Parameters:

swing(hand as InteractionHand, updateSelf as bool)
script.zs
// ServerPlayer.swing(hand as InteractionHand, updateSelf as bool);
myServerPlayer.swing(myInteractionHand, myBool);

Parameters:

updateSelf Type: bool
Getter
script.zs
// ServerPlayer.tags as Set<string>
myServerPlayer.tags

Return Type: Set<string>

tags() as Set<string>
script.zs
// ServerPlayer.tags() as Set<string>;
myServerPlayer.tags();

Return Type: Set<string>

Getter
script.zs
// ServerPlayer.teamColor as int
myServerPlayer.teamColor

Return Type: int

teamColor() as int
script.zs
// ServerPlayer.teamColor() as int;
myServerPlayer.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
script.zs
// ServerPlayer.teleportTo(x as double, y as double, z as double);
myServerPlayer.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// ServerPlayer.ticksFrozen as int
myServerPlayer.ticksFrozen

Return Type: int

ticksFrozen() as int
script.zs
// ServerPlayer.ticksFrozen() as int;
myServerPlayer.ticksFrozen();

Return Type: int

Getter
script.zs
// ServerPlayer.ticksRequiredToFreeze as int
myServerPlayer.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
script.zs
// ServerPlayer.ticksRequiredToFreeze() as int;
myServerPlayer.ticksRequiredToFreeze();

Return Type: int

Getter
script.zs
// ServerPlayer.ticksUsingItem as int
myServerPlayer.ticksUsingItem

Return Type: int

ticksUsingItem() as int
script.zs
// ServerPlayer.ticksUsingItem() as int;
myServerPlayer.ticksUsingItem();

Return Type: int

travel(vec as Vec3)
script.zs
// ServerPlayer.travel(vec as Vec3);
myServerPlayer.travel(myVec3);

Parameters:

vec Type: Vec3
turn(yaw as double, pitch as double)
script.zs
// ServerPlayer.turn(yaw as double, pitch as double);
myServerPlayer.turn(myDouble, myDouble);

Parameters:

yaw Type: double
pitch Type: double
Getter
script.zs
// ServerPlayer.type as EntityType<Entity>
myServerPlayer.type

Return Type: EntityType<Entity>

type() as EntityType<Entity>
script.zs
// ServerPlayer.type() as EntityType<Entity>;
myServerPlayer.type();

Return Type: EntityType<Entity>

unRide()
script.zs
// ServerPlayer.unRide();
myServerPlayer.unRide();
updateCustomData(data as MapData)
Updates the custom NBT data for this Entity.
script.zs
// ServerPlayer.updateCustomData(data as MapData);
myServerPlayer.updateCustomData({custom: "data"});

Parameters:

data Type: MapData - The custom data to store.
updateCustomEntityTag(level as Level, player as Player, data as MapData)
script.zs
// ServerPlayer.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myServerPlayer.updateCustomEntityTag(myLevel, myPlayer, myMapData);

Parameters:

level Type: Level
player Type: Player
data Type: MapData
updateData(data as MapData)
Updates the NBT data of this Entity.
script.zs
// ServerPlayer.updateData(data as MapData);
myServerPlayer.updateData({key: "value"});

Parameters:

data Type: MapData - The new Data for this Entity
updatePersistentData(data as MapData)
Updates the persistent NBT data for this player.

Persistent data is kept through deaths

script.zs
// ServerPlayer.updatePersistentData(data as MapData);
myServerPlayer.updatePersistentData({custom: "data"});

Parameters:

data Type: MapData - The custom data to store.
Getter
script.zs
// ServerPlayer.usedItemHand as InteractionHand
myServerPlayer.usedItemHand

Return Type: InteractionHand

usedItemHand() as InteractionHand
script.zs
// ServerPlayer.usedItemHand() as InteractionHand;
myServerPlayer.usedItemHand();

Return Type: InteractionHand

Getter
script.zs
// ServerPlayer.useItem as ItemStack
myServerPlayer.useItem

Return Type: ItemStack

useItem() as ItemStack
script.zs
// ServerPlayer.useItem() as ItemStack;
myServerPlayer.useItem();

Return Type: ItemStack

Getter
script.zs
// ServerPlayer.useItemRemainingTicks as int
myServerPlayer.useItemRemainingTicks

Return Type: int

useItemRemainingTicks() as int
script.zs
// ServerPlayer.useItemRemainingTicks() as int;
myServerPlayer.useItemRemainingTicks();

Return Type: int

Getter
script.zs
// ServerPlayer.uuid as UUID
myServerPlayer.uuid

Return Type: UUID

uuid() as UUID
script.zs
// ServerPlayer.uuid() as UUID;
myServerPlayer.uuid();

Return Type: UUID

Getter
script.zs
// ServerPlayer.vehicle as Entity
myServerPlayer.vehicle

Return Type: Entity

vehicle() as Entity
script.zs
// ServerPlayer.vehicle() as Entity;
myServerPlayer.vehicle();

Return Type: Entity

Getter
script.zs
// ServerPlayer.voicePitch as float
myServerPlayer.voicePitch

Return Type: float

voicePitch() as float
script.zs
// ServerPlayer.voicePitch() as float;
myServerPlayer.voicePitch();

Return Type: float

Getter
script.zs
// ServerPlayer.x as double
myServerPlayer.x

Return Type: double

x() as double
script.zs
// ServerPlayer.x() as double;
myServerPlayer.x();

Return Type: double

Getter
script.zs
// ServerPlayer.xpNeededForNextLevel as int
myServerPlayer.xpNeededForNextLevel

Return Type: int

xpNeededForNextLevel() as int
script.zs
// ServerPlayer.xpNeededForNextLevel() as int;
myServerPlayer.xpNeededForNextLevel();

Return Type: int

Getter
script.zs
// ServerPlayer.y as double
myServerPlayer.y

Return Type: double

y() as double
script.zs
// ServerPlayer.y() as double;
myServerPlayer.y();

Return Type: double

Getter
script.zs
// ServerPlayer.z as double
myServerPlayer.z

Return Type: double

z() as double
script.zs
// ServerPlayer.z() as double;
myServerPlayer.z();

Return Type: double