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 . Entity;
Entity extends AttachmentHolder
.
Entity
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces SyncedDataHolder
, ScoreHolder
, IEntityExtension
, INBTSerializable <CompoundTag >
Checks if the commands from this source should return failure messages // Entity.acceptsFailure as bool
Return Type:
bool
Checks if the commands from this source should return failure messages Returns : True if the commands from this source should return failure messages, false otherwise.
// Entity.acceptsFailure() as bool;
myEntity . acceptsFailure();
Return Type:
bool
Checks if the commands from this source should return successful messages // Entity.acceptsSuccess as bool
Return Type:
bool
Checks if the commands from this source should return successful messages Returns : True if the commands from this source should return successful messages, false otherwise.
// Entity.acceptsSuccess() as bool;
myEntity . acceptsSuccess();
Return Type:
bool
Adds a tag to the entity, returning false if the entity has over 1024 Returns : true if the tag was added.
// Entity.addTag(tagName as string) as bool;
myEntity . addTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to add.
Return Type:
bool
Gets the current air supply of the entity. // Entity.airSupply as int
Return Type:
int
Gets the current air supply of the entity. Returns : The current air supply of the entity.
// Entity.airSupply() as int;
Return Type:
int
Checks if the command source always accepts. // Entity.alwaysAccepts as bool
Return Type:
bool
Checks if the command source always accepts. Returns : True if the command source always accepts, false otherwise.
// Entity.alwaysAccepts() as bool;
myEntity . alwaysAccepts();
Return Type:
bool
Gets the height of the bounding box of the entity. // Entity.bbHeight as float
Return Type:
float
Gets the height of the bounding box of the entity. Returns : The height of the bounding box of the entity.
// Entity.bbHeight() as float;
Return Type:
float
Gets the width of the bounding box of the entity. // Entity.bbWidth as float
Return Type:
float
Gets the width of the bounding box of the entity. Returns : The width of the bounding box of the entity.
// Entity.bbWidth() as float;
Return Type:
float
Gets the position
of the entity. Returns : The block position of the entity.
myEntity . blockPosition();
Return Type:
BlockPos
Gets the x coordinate of the entity.
Return Type:
int
Gets the x coordinate of the entity. Returns : The x coordinate of the entity.
// Entity.blockX() as int;
Return Type:
int
Gets the y coordinate of the entity.
Return Type:
int
Gets the y coordinate of the entity. Returns : The y coordinate of the entity.
// Entity.blockY() as int;
Return Type:
int
Gets the z coordinate of the entity.
Return Type:
int
Gets the z coordinate of the entity. Returns : The z coordinate of the entity.
// Entity.blockZ() as int;
Return Type:
int
Gets the bounding box of the entity. // Entity.boundingBox as AABB
Return Type:
AABB
Gets the bounding box of the entity. Returns : The bounding box of the entity.
// Entity.boundingBox() as AABB ;
Return Type:
AABB
Gets the bounding box for culling of the entity. // Entity.boundingBoxForCulling as AABB myEntity . boundingBoxForCulling
Return Type:
AABB
Gets the bounding box for culling of the entity. Returns : The bounding box for culling of the entity.
// Entity.boundingBoxForCulling() as AABB ; myEntity . boundingBoxForCulling();
Return Type:
AABB
Checks if the entity can be collided with. // Entity.canBeCollidedWith as bool
myEntity . canBeCollidedWith
Return Type:
bool
Checks if the entity can be collided with. Returns : true if the entity can be collided with.
// Entity.canBeCollidedWith() as bool;
myEntity . canBeCollidedWith();
Return Type:
bool
Checks if the entity can collide with the given entity. Returns : true if the entity can collide with the given entity.
// Entity.canCollideWith(other as Entity ) as bool; myEntity . canCollideWith(myEntity);
Parameters:
other: Entity
Type: Entity
- The entity to check if the entity can collide with.
Return Type:
bool
Checks if the entity can freeze. // Entity.canFreeze as bool
Return Type:
bool
Checks if the entity can freeze. Returns : Whether the entity can freeze.
// Entity.canFreeze() as bool;
Return Type:
bool
Clears the fire of the entity.
Checks if the entity is closer than the given distance to another entity. Returns : true if the entity is closer than the given distance to the other entity.
// Entity.closerThan(other as Entity , distance as double) as bool; myEntity . closerThan(myEntity, myDouble);
Parameters:
other: Entity
Type: Entity
- The other entity to check the distance to. distance: double
Type: double
- The distance to check.
Return Type:
bool
Gets the Level
used when sending commands as this entity. // Entity.commandSenderWorld as Level myEntity . commandSenderWorld
Return Type:
Level
Gets the Level
used when sending commands as this entity. Returns : The Level
used when sending commands as this entity.
// Entity.commandSenderWorld() as Level ; myEntity . commandSenderWorld();
Return Type:
Level
Gets the controlling passenger of the entity. // Entity.controllingPassenger as Entity myEntity . controllingPassenger
Return Type:
Entity
Gets the controlling passenger of the entity. Returns : The controlling passenger of the entity.
// Entity.controllingPassenger() as Entity ; myEntity . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity.
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
Return Type:
MapData
Gets the custom name of the entity.
Return Type:
Component
Gets the custom name of the entity. Returns : The custom name of the entity.
Return Type:
Component
Checks if the entity dampens vibrations, such as net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag. // Entity.dampensVibrations as bool
myEntity . dampensVibrations
Return Type:
bool
Checks if the entity dampens vibrations, such as net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag. Returns : true if the entity dampens vibrations.
// Entity.dampensVibrations() as bool;
myEntity . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity.
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
Return Type:
MapData
Gets the delta movement of the entity. // Entity.deltaMovement as Vec3
Return Type:
Vec3
Sets the delta movement of the entity. // Entity.deltaMovement = (deltaMovement as Vec3 ); myEntity . deltaMovement = myVec3;
Parameters:
deltaMovement: Vec3
Type: Vec3
- The delta movement to set. Gets the delta movement of the entity. Returns : The delta movement of the entity.
// Entity.deltaMovement() as Vec3 ; myEntity . deltaMovement();
Return Type:
Vec3
Sets the delta movement of the entity. // Entity.deltaMovement(deltaMovement as Vec3 ); myEntity . deltaMovement(myVec3);
Parameters:
deltaMovement: Vec3
Type: Vec3
- The delta movement to set. Gets the dimension changing delay of the entity. // Entity.dimensionChangingDelay as int
myEntity . dimensionChangingDelay
Return Type:
int
Gets the dimension changing delay of the entity. Returns : The dimension changing delay of the entity.
// Entity.dimensionChangingDelay() as int;
myEntity . dimensionChangingDelay();
Return Type:
int
Gets the direction of the entity.
Return Type:
Direction
Gets the direction of the entity. Returns : The direction of the entity.
Return Type:
Direction
Checks if the entity dismounts underwater. // Entity.dismountsUnderwater as bool
myEntity . dismountsUnderwater
Return Type:
bool
Checks if the entity dismounts underwater. Returns : true if the entity dismounts underwater.
// Entity.dismountsUnderwater() as bool;
myEntity . dismountsUnderwater();
Return Type:
bool
Gets the display name of the entity.
Return Type:
Component
Gets the display name of the entity. Returns : The display name of the entity.
Return Type:
Component
Gets the distance to the given entity. Returns : The distance to the given entity.
// Entity.distanceTo(entity as Entity ) as float; myEntity . distanceTo(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity to get the distance to.
Return Type:
float
Gets the squared distance to the given position. Returns : The squared distance to the given position.
// Entity.distanceToSqr(x as double, y as double, z as double) as double;
myEntity . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to get the squared distance to.
y: double
Type: double
- The y position to get the squared distance to.
z: double
Type: double
- The z position to get the squared distance to.
Return Type:
double
Gets the squared distance to the given entity. Returns : The squared distance to the given entity.
// Entity.distanceToSqr(entity as Entity ) as double; myEntity . distanceToSqr(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity to get the squared distance to.
Return Type:
double
Gets the squared distance to the given vector. Returns : The squared distance to the given vector.
// Entity.distanceToSqr(vec as Vec3 ) as double; myEntity . distanceToSqr(myVec3);
Parameters:
vec: Vec3
Type: Vec3
- The vector to get the squared distance to.
Return Type:
double
Ejects the passengers of the entity. // Entity.ejectPassengers();
myEntity . ejectPassengers();
Gets the eye height of the entity. // Entity.eyeHeight as float
Return Type:
float
Gets the eye height of the entity. Returns : The eye height of the entity.
// Entity.eyeHeight() as float;
Return Type:
float
Gets the eye position of the entity. // Entity.eyePosition as Vec3
Return Type:
Vec3
Gets the eye position of the entity. Returns : The eye position of the entity.
// Entity.eyePosition() as Vec3 ;
Return Type:
Vec3
Gets the y coordinate of the entity's eyes.
Return Type:
double
Gets the y coordinate of the entity's eyes. Returns : The y coordinate of the entity's eyes.
// Entity.eyeY() as double;
Return Type:
double
Checks if the entity is fire immune. // Entity.fireImmune as bool
Return Type:
bool
Checks if the entity is fire immune. Returns : true if the entity is fire immune.
// Entity.fireImmune() as bool;
Return Type:
bool
Gets the remaining fire ticks of the entity. // Entity.fireTicks as int
Return Type:
int
Sets the remaining fire ticks of the entity. // Entity.fireTicks = (ticks as int);
myEntity . fireTicks = myInt;
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to.
Sets the remaining fire ticks of the entity. // Entity.fireTicks(ticks as int);
myEntity . fireTicks(myInt);
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to.
Gets the remaining fire ticks of the entity. Returns : The remaining fire ticks of the entity.
// Entity.fireTicks() as int;
Return Type:
int
Gets the first passenger of the entity. // Entity.firstPassenger as Entity
Return Type:
Entity
Gets the first passenger of the entity. Returns : The first passenger of the entity.
// Entity.firstPassenger() as Entity ; myEntity . firstPassenger();
Return Type:
Entity
Gets the fluid jump threshold of the entity. // Entity.fluidJumpThreshold as double
myEntity . fluidJumpThreshold
Return Type:
double
Gets the fluid jump threshold of the entity. Returns : The fluid jump threshold of the entity.
// Entity.fluidJumpThreshold() as double;
myEntity . fluidJumpThreshold();
Return Type:
double
Gets the forward vector of the entity. // Entity.forward as Vec3
Return Type:
Vec3
Gets the forward vector of the entity. Returns : The forward vector of the entity.
// Entity.forward() as Vec3 ;
Return Type:
Vec3
myEntity . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// Entity.getAttachmentData<T>(type as Supplier< AttachmentType <T>>) as T; myEntity . getAttachmentData < T>(mySupplier);
Return Type:
T
Gets the eye position of the entity. Returns : The eye position of the entity.
// Entity.getEyePosition(partialTicks as float) as Vec3 ; myEntity . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the eye position for.
Return Type:
Vec3
Gets the position of the entity. Returns : The position of the entity.
// Entity.getPosition(partialTicks as float) as Vec3 ; myEntity . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the position for.
Return Type:
Vec3
Gets the up vector of the entity. Returns : The up vector of the entity.
// Entity.getUpVector(partialTicks as float) as Vec3 ; myEntity . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the up vector for.
Return Type:
Vec3
Gets the view vector of the entity. Returns : The view vector of the entity.
// Entity.getViewVector(partialTicks as float) as Vec3 ; myEntity . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the view vector for.
Return Type:
Vec3
Gets the x coordinate of the entity with the given scale. Returns : The x coordinate of the entity.
// Entity.getX(scale as double) as double;
Parameters:
scale: double
Type: double
- The scale to get the x coordinate of the entity.
Return Type:
double
Gets the y coordinate of the entity with the given scale. Returns : The y coordinate of the entity.
// Entity.getY(scale as double) as double;
Parameters:
scale: double
Type: double
- The scale to get the y coordinate of the entity.
Return Type:
double
Gets the z coordinate of the entity with the given scale. Returns : The z coordinate of the entity.
// Entity.getZ(scale as double) as double;
Parameters:
scale: double
Type: double
- The scale to get the z coordinate of the entity.
Return Type:
double
myEntity . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// Entity.hasAttachmentData<T>(type as Supplier< AttachmentType <T>>) as bool; myEntity . hasAttachmentData < T>(mySupplier);
Return Type:
bool
Checks if the entity has a custom name. // Entity.hasCustomName as bool
Return Type:
bool
Checks if the entity has a custom name. Returns : true if the entity has a custom name.
// Entity.hasCustomName() as bool;
myEntity . hasCustomName();
Return Type:
bool
Checks if the entity has exactly one player passenger. // Entity.hasExactlyOnePlayerPassenger as bool
myEntity . hasExactlyOnePlayerPassenger
Return Type:
bool
Checks if the entity has exactly one player passenger. Returns : true if the entity has exactly one player passenger.
// Entity.hasExactlyOnePlayerPassenger() as bool;
myEntity . hasExactlyOnePlayerPassenger();
Return Type:
bool
Checks if the entity is currently glowing. // Entity.hasGlowingTag as bool
Return Type:
bool
Checks if the entity is currently glowing. Returns : true if the entity is currently glowing.
// Entity.hasGlowingTag() as bool;
myEntity . hasGlowingTag();
Return Type:
bool
Checks if the entity has an indirect passenger. Returns : true if the entity has an indirect passenger.
// Entity.hasIndirectPassenger(entity as Entity ) as bool; myEntity . hasIndirectPassenger(myEntity);
Return Type:
bool
Checks if the entity has a passenger. Returns : true if the entity has the given passenger.
// Entity.hasPassenger(entity as Entity ) as bool; myEntity . hasPassenger(myEntity);
Return Type:
bool
Checks if the entity has a passenger that matches the given predicate. Returns : true if the entity has a passenger that matches the predicate.
// Entity.hasPassenger(predicate as function(t as Entity ) as bool) as bool; myEntity . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
- The predicate to check.
Return Type:
bool
Hurts the entity with the given DamageSource
and amount. Returns : true if the entity was hurt.
// Entity.hurt(source as DamageSource , amount as float) as bool; myEntity . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
- The amount of damage to deal.
Return Type:
bool
Gets the ID of the entity.
Return Type:
int
Gets the ID of the entity. Returns : The ID of the entity.
Return Type:
int
Gets the BlockState
that this entity is currently inside. Returns : The block state that this entity is currently inside
Return Type:
BlockState
Checks if the entity is alive. // Entity.isAlive as bool
Return Type:
bool
Checks if the entity is alive. Returns : true if the entity is alive.
// Entity.isAlive() as bool;
Return Type:
bool
Checks if the entity is always ticking. // Entity.isAlwaysTicking as bool
Return Type:
bool
Checks if the entity is always ticking. Returns : true if the entity is always ticking.
// Entity.isAlwaysTicking() as bool;
myEntity . isAlwaysTicking();
Return Type:
bool
Checks if the entity is attackable. // Entity.isAttackable as bool
Return Type:
bool
Checks if the entity is attackable. Returns : true if the entity is attackable.
// Entity.isAttackable() as bool;
Return Type:
bool
Checks if this entity is colliding with the given BlockState
at the given BlockPos
. Returns : true if the entity is colliding with the block.
myEntity . isColliding(myBlockPos, myBlockState);
Return Type:
bool
Checks if the entity is crouching. // Entity.isCrouching as bool
Return Type:
bool
Checks if the entity is crouching. Returns : true if the entity is crouching.
// Entity.isCrouching() as bool;
Return Type:
bool
Checks if the entity is currently glowing. // Entity.isCurrentlyGlowing as bool
myEntity . isCurrentlyGlowing
Return Type:
bool
Checks if the entity is currently glowing. Returns : true if the entity is currently glowing.
// Entity.isCurrentlyGlowing() as bool;
myEntity . isCurrentlyGlowing();
Return Type:
bool
Checks if the custom name of the entity is visible. // Entity.isCustomNameVisible as bool
myEntity . isCustomNameVisible
Return Type:
bool
Checks if the custom name of the entity is visible. Returns : true if the custom name is visible.
// Entity.isCustomNameVisible() as bool;
myEntity . isCustomNameVisible();
Return Type:
bool
Checks if the entity is descending. // Entity.isDescending as bool
Return Type:
bool
Checks if the entity is descending. Returns : true if the entity is descending.
// Entity.isDescending() as bool;
Return Type:
bool
Checks if the entity is being discrete. // Entity.isDiscrete as bool
Return Type:
bool
Checks if the entity is being discrete. Returns : true if the entity is being discrete.
// Entity.isDiscrete() as bool;
Return Type:
bool
Checks if the offset position from the entity's current position has a collision with a block or a liquid. Returns : true if the entity is free to move in the given position.
// Entity.isFree(x as double, y as double, z as double) as bool;
myEntity . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to check.
y: double
Type: double
- The y position to check.
z: double
Type: double
- The z position to check.
Return Type:
bool
Checks if the entity is fully frozen. // Entity.isFullyFrozen as bool
Return Type:
bool
Checks if the entity is fully frozen. Returns : true if the entity is fully frozen.
// Entity.isFullyFrozen() as bool;
myEntity . isFullyFrozen();
Return Type:
bool
Checks if the entity is in lava. // Entity.isInLava as bool
Return Type:
bool
Checks if the entity is in lava. Returns : true if the entity is in lava.
// Entity.isInLava() as bool;
Return Type:
bool
Checks if the entity is invisible. // Entity.isInvisible as bool
Return Type:
bool
Checks if the entity is invisible. Returns : true if the entity is invisible.
// Entity.isInvisible() as bool;
Return Type:
bool
Checks if the entity is invisible to the given Player
. Returns : true if the entity is invisible to the player.
// Entity.isInvisibleTo(player as Player ) as bool; myEntity . isInvisibleTo(myPlayer);
Return Type:
bool
Checks if the entity is invulnerable. // Entity.isInvulnerable as bool
Return Type:
bool
Checks if the entity is invulnerable. Returns : true if the entity is invulnerable.
// Entity.isInvulnerable() as bool;
myEntity . isInvulnerable();
Return Type:
bool
Checks if the entity is invulnerable to the given DamageSource
. Returns : true if the entity is invulnerable to the damage source.
myEntity . isInvulnerableTo(myDamageSource);
Return Type:
bool
Checks if the entity is in a wall. // Entity.isInWall as bool
Return Type:
bool
Checks if the entity is in a wall. Returns : true if the entity is in a wall.
// Entity.isInWall() as bool;
Return Type:
bool
Checks if the entity is in water. // Entity.isInWater as bool
Return Type:
bool
Checks if the entity is in water. Returns : true if the entity is in water.
// Entity.isInWater() as bool;
Return Type:
bool
Checks if the entity is in water or a bubble column. // Entity.isInWaterOrBubble as bool
myEntity . isInWaterOrBubble
Return Type:
bool
Checks if the entity is in water or a bubble column. Returns : true if the entity is in water or a bubble column.
// Entity.isInWaterOrBubble() as bool;
myEntity . isInWaterOrBubble();
Return Type:
bool
Checks if the entity is in water or rain. // Entity.isInWaterOrRain as bool
Return Type:
bool
Checks if the entity is in water or rain. Returns : true if the entity is in water or rain.
// Entity.isInWaterOrRain() as bool;
myEntity . isInWaterOrRain();
Return Type:
bool
Checks if the entity is in water or rain or a bubble column. // Entity.isInWaterRainOrBubble as bool
myEntity . isInWaterRainOrBubble
Return Type:
bool
Checks if the entity is in water or rain or a bubble column. Returns : true if the entity is in water or rain or a bubble column.
// Entity.isInWaterRainOrBubble() as bool;
myEntity . isInWaterRainOrBubble();
Return Type:
bool
Checks if the entity has no gravity. // Entity.isNoGravity as bool
Return Type:
bool
Checks if the entity has no gravity. Returns : true if the entity has no gravity.
// Entity.isNoGravity() as bool;
Return Type:
bool
Checks if the entity is on fire. // Entity.isOnFire as bool
Return Type:
bool
Checks if the entity is on fire. Returns : true if the entity is on fire.
// Entity.isOnFire() as bool;
Return Type:
bool
Checks if the entity is on portal cooldown. // Entity.isOnPortalCooldown as bool
myEntity . isOnPortalCooldown
Return Type:
bool
Checks if the entity is on portal cooldown. Returns : true if the entity is on portal cooldown.
// Entity.isOnPortalCooldown() as bool;
myEntity . isOnPortalCooldown();
Return Type:
bool
Checks if the entity is a passenger. // Entity.isPassenger as bool
Return Type:
bool
Checks if the entity is a passenger. Returns : true if the entity is a passenger.
// Entity.isPassenger() as bool;
Return Type:
bool
Checks if the entity is a passenger of the same vehicle. Returns : true if the entity is a passenger of the same vehicle.
// Entity.isPassengerOfSameVehicle(entity as Entity ) as bool; myEntity . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
Checks if the entity is pickable. // Entity.isPickable as bool
Return Type:
bool
Checks if the entity is pickable. Returns : true if the entity is pickable.
// Entity.isPickable() as bool;
Return Type:
bool
Checks if the entity is pushable. // Entity.isPushable as bool
Return Type:
bool
Checks if the entity is pushable. Returns : true if the entity is pushable.
// Entity.isPushable() as bool;
Return Type:
bool
Checks if the entity is pushed by fluid. // Entity.isPushedByFluid as bool
Return Type:
bool
Checks if the entity is pushed by fluid. Returns : true if the entity is pushed by fluid.
// Entity.isPushedByFluid() as bool;
myEntity . isPushedByFluid();
Return Type:
bool
Checks if the entity has been removed. // Entity.isRemoved as bool
Return Type:
bool
Checks if the entity has been removed. Returns : Whether the entity has been removed.
// Entity.isRemoved() as bool;
Return Type:
bool
Checks if the shift key is down. // Entity.isShiftKeyDown as bool
Return Type:
bool
Checks if the shift key is down. Returns : true if the shift key is down.
// Entity.isShiftKeyDown() as bool;
myEntity . isShiftKeyDown();
Return Type:
bool
Checks if the entity is silent, meaning it won't play any sounds. // Entity.isSilent as bool
Return Type:
bool
Checks if the entity is silent, meaning it won't play any sounds. Returns : true if the entity is silent.
// Entity.isSilent() as bool;
Return Type:
bool
Checks if the entity is a spectator. // Entity.isSpectator as bool
Return Type:
bool
Checks if the entity is a spectator. Returns : true if the entity is a spectator.
// Entity.isSpectator() as bool;
Return Type:
bool
Checks if the entity is sprinting. // Entity.isSprinting as bool
Return Type:
bool
Checks if the entity is sprinting. Returns : true if the entity is sprinting.
// Entity.isSprinting() as bool;
Return Type:
bool
Checks if the entity is stepping carefully. // Entity.isSteppingCarefully as bool
myEntity . isSteppingCarefully
Return Type:
bool
Checks if the entity is stepping carefully. Returns : true if the entity is stepping carefully.
// Entity.isSteppingCarefully() as bool;
myEntity . isSteppingCarefully();
Return Type:
bool
Checks if the entity is suppressing bounce. // Entity.isSuppressingBounce as bool
myEntity . isSuppressingBounce
Return Type:
bool
Checks if the entity is suppressing bounce. Returns : true if the entity is suppressing bounce.
// Entity.isSuppressingBounce() as bool;
myEntity . isSuppressingBounce();
Return Type:
bool
Checks if the entity is swimming. // Entity.isSwimming as bool
Return Type:
bool
Checks if the entity is swimming. Returns : true if the entity is swimming.
// Entity.isSwimming() as bool;
Return Type:
bool
Checks if the entity is underwater. // Entity.isUnderWater as bool
Return Type:
bool
Checks if the entity is underwater. Returns : true if the entity is underwater.
// Entity.isUnderWater() as bool;
Return Type:
bool
Checks if the entity is a vehicle. // Entity.isVehicle as bool
Return Type:
bool
Checks if the entity is a vehicle. Returns : true if the entity is a vehicle.
// Entity.isVehicle() as bool;
Return Type:
bool
Checks if the entity is visually crawling. // Entity.isVisuallyCrawling as bool
myEntity . isVisuallyCrawling
Return Type:
bool
Checks if the entity is visually crawling. Returns : true if the entity is visually crawling.
// Entity.isVisuallyCrawling() as bool;
myEntity . isVisuallyCrawling();
Return Type:
bool
Checks if the entity is visually swimming. // Entity.isVisuallySwimming as bool
myEntity . isVisuallySwimming
Return Type:
bool
Checks if the entity is visually swimming. Returns : true if the entity is visually swimming.
// Entity.isVisuallySwimming() as bool;
myEntity . isVisuallySwimming();
Return Type:
bool
Causes the entity to take damage from lava.
Gets the look angle of the entity. // Entity.lookAngle as Vec3
Return Type:
Vec3
Gets the look angle of the entity. Returns : The look angle of the entity.
// Entity.lookAngle() as Vec3 ;
Return Type:
Vec3
Gets the maximum air supply of the entity. // Entity.maxAirSupply as int
Return Type:
int
Gets the maximum air supply of the entity. Returns : The maximum air supply of the entity.
// Entity.maxAirSupply() as int;
Return Type:
int
Gets the maximum fall distance of the entity. // Entity.maxFallDistance as int
Return Type:
int
Gets the maximum fall distance of the entity. Returns : The maximum fall distance of the entity.
// Entity.maxFallDistance() as int;
myEntity . maxFallDistance();
Return Type:
int
Gets the motion direction of the entity.
Return Type:
Direction
Gets the motion direction of the entity. Returns : The motion direction of the entity.
myEntity . motionDirection();
Return Type:
Direction
Moves the entity relative to its current position. // Entity.moveRelative(amount as float, relative as Vec3 ); myEntity . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
- The amount to move the entity by.
relative: Vec3
Type: Vec3
- The relative position to move the entity by. Moves the entity to the given position. // Entity.moveTo(vec as Vec3 );
Parameters:
vec: Vec3
Type: Vec3
- The position to move the entity to. Moves the entity to the given position. // Entity.moveTo(x as double, y as double, z as double);
myEntity . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to move the entity to.
y: double
Type: double
- The y position to move the entity to.
z: double
Type: double
- The z position to move the entity to.
Moves the entity to the given position. // Entity.moveTo(pos as BlockPos , yaw as float, pitch as float); myEntity . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
- The yaw to move the entity to.
pitch: float
Type: float
- The pitch to move the entity to.
Moves the entity to the given position. // Entity.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myEntity . moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
- The x position to move the entity to.
y: double
Type: double
- The y position to move the entity to.
z: double
Type: double
- The z position to move the entity to.
yaw: float
Type: float
- The yaw to move the entity to.
pitch: float
Type: float
- The pitch to move the entity to.
Gets the name of the entity.
Return Type:
Component
Gets the name of the entity. Returns : The name of the entity.
Return Type:
Component
Checks if the entity is on the ground. // Entity.onGround as bool
Return Type:
bool
Gets the position of the entity on the ground.
Return Type:
BlockPos
Gets the position of the entity on the ground. Returns : The position of the entity on the ground.
Return Type:
BlockPos
Gets the passengers of the entity. // Entity.passengers as List< Entity >
Return Type:
List <Entity >
Gets the passengers of the entity. Returns : The passengers of the entity.
// Entity.passengers() as List< Entity >;
Return Type:
List <Entity >
Gets the percent the entity is frozen. // Entity.percentFrozen as float
Return Type:
float
Gets the percent the entity is frozen. Returns : The percent the entity is frozen.
// Entity.percentFrozen() as float;
myEntity . percentFrozen();
Return Type:
float
Gets the piston push reaction of the entity. myEntity . pistonPushReaction
Return Type:
PushReaction
Gets the piston push reaction of the entity. Returns : The piston push reaction of the entity.
myEntity . pistonPushReaction();
Return Type:
PushReaction
Plays a sound at the entity's location. // Entity.playSound(sound as SoundEvent , volume as float, pitch as float); myEntity . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
- The volume of the sound.
pitch: float
Type: float
- The pitch of the sound.
Gets the position of the entity. // Entity.position as Vec3
Return Type:
Vec3
Gets the position of the entity. Returns : The position of the entity.
// Entity.position() as Vec3 ;
Return Type:
Vec3
Positions the rider of the entity. // Entity.positionRider(entity as Entity ); myEntity . positionRider(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity to position the rider of. Gets the registry name of the entity. Returns : The registry name of the entity.
Return Type:
ResourceLocation
Removes a tag from the entity. Returns : true if the tag was removed.
// Entity.removeTag(tagName as string) as bool;
myEntity . removeTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to remove.
Return Type:
bool
Removes the vehicle of the entity. // Entity.removeVehicle();
myEntity . removeVehicle();
Gets the root vehicle of the entity. // Entity.rootVehicle as Entity
Return Type:
Entity
Gets the root vehicle of the entity. Returns : The root vehicle of the entity.
// Entity.rootVehicle() as Entity ;
Return Type:
Entity
Sends a message to the command source. // Entity.sendMessage(component as Component ); myEntity . sendMessage(myComponent);
Sets the air supply of the entity. // Entity.setAirSupply(air as int);
myEntity . setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity.
// Entity.setAttachmentData<T>(type as AttachmentType <T>, data as T) as T?; myEntity . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// Entity.setAttachmentData<T>(type as Supplier< AttachmentType <T>>, data as T) as T?; myEntity . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
Sets the custom name of the entity. myEntity . setCustomName(myComponent);
Sets the custom name visible state of the entity. // Entity.setCustomNameVisible(visible as bool);
myEntity . setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible.
Sets the delta movement of the entity. // Entity.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myEntity . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
- The x delta movement to set.
yDelta: double
Type: double
- The y delta movement to set.
zDelta: double
Type: double
- The z delta movement to set.
Makes the entity glow. // Entity.setGlowingTag(glowing as bool);
myEntity . setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
- true if the entity should be glowing.
Sets the invisible state of the entity. // Entity.setInvisible(invisible as bool);
myEntity . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible.
Sets the invulnerable state of the entity. // Entity.setInvulnerable(invulnerable as bool);
myEntity . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable.
Sets whether the entity is in powder snow. // Entity.setIsInPowderSnow(inPowderSnow as bool);
myEntity . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow.
Sets if the entity has no gravity. // Entity.setNoGravity(noGravity as bool);
myEntity . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
- The no gravity state to set the entity to.
Sets the old position and rotation of the entity. // Entity.setOldPosAndRot();
myEntity . setOldPosAndRot();
Sets if the entity is on the ground. // Entity.setOnGround(onGround as bool);
myEntity . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
- The on ground state to set the entity to.
Sets the portal cooldown of the entity. // Entity.setPortalCooldown();
myEntity . setPortalCooldown();
Sets the position of the entity. // Entity.setPos(position as Vec3 );
Parameters:
position: Vec3
Type: Vec3
- The position to set the entity to. Sets the position of the entity. // Entity.setPos(x as double, y as double, z as double);
myEntity . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x position to set the entity to.
y: double
Type: double
- The y position to set the entity to.
z: double
Type: double
- The z position to set the entity to.
Sets the position of the entity to the given coordinates. // Entity.setPosRaw(x as double, y as double, z as double);
myEntity . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x coordinate to set the position to.
y: double
Type: double
- The y coordinate to set the position to.
z: double
Type: double
- The z coordinate to set the position to.
Removes this entity with the given removal reason . myEntity . setRemoved(myRemovalReason);
Sets the shift key down state of the entity. // Entity.setShiftKeyDown(keyDown as bool);
myEntity . setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down.
Sets if the entity is silent. // Entity.setSilent(silent as bool);
myEntity . setSilent(myBool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to.
Sets the sprinting state of the entity. // Entity.setSprinting(sprinting as bool);
myEntity . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting.
Sets the swimming state of the entity. // Entity.setSwimming(swimming as bool);
myEntity . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming.
Sets the number of ticks the entity has been frozen. // Entity.setTicksFrozen(ticks as int);
myEntity . setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen.
Checks if the entity should be saved. // Entity.shouldBeSaved as bool
Return Type:
bool
Checks if the entity should be saved. Returns : true if the entity should be saved.
// Entity.shouldBeSaved() as bool;
myEntity . shouldBeSaved();
Return Type:
bool
Checks if the commands from this source should inform admins. // Entity.shouldInformAdmins as bool
myEntity . shouldInformAdmins
Return Type:
bool
Checks if the commands from this source should inform admins. Returns : True if the commands from this source should inform admins, false otherwise.
// Entity.shouldInformAdmins() as bool;
myEntity . shouldInformAdmins();
Return Type:
bool
Checks if the entity should show its name. // Entity.shouldShowName as bool
Return Type:
bool
Checks if the entity should show its name. Returns : true if the entity should show its name.
// Entity.shouldShowName() as bool;
myEntity . shouldShowName();
Return Type:
bool
Checks if the entity should show vehicle health. // Entity.showVehicleHealth as bool
myEntity . showVehicleHealth
Return Type:
bool
Checks if the entity should show vehicle health. Returns : true if the entity should show vehicle health.
// Entity.showVehicleHealth() as bool;
myEntity . showVehicleHealth();
Return Type:
bool
Starts riding the given entity. Returns : true if the entity started riding.
// Entity.startRiding(entity as Entity ) as bool; myEntity . startRiding(myEntity);
Return Type:
bool
Starts riding the given entity. Returns : true if the entity started riding.
// Entity.startRiding(entity as Entity , force as bool) as bool; myEntity . startRiding(myEntity, myBool);
Parameters:
force: bool
Type: bool
- true if the entity should be forced to start riding.
Return Type:
bool
Gets the UUID of the entity as a string. // Entity.stringUUID as string
Return Type:
string
Gets the UUID of the entity as a string. Returns : The UUID of the entity as a string.
// Entity.stringUUID() as string;
Return Type:
string
Gets the tags of the entity. These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024. // Entity.tags as Set<string>
Return Type:
Set <string >
Gets the tags of the entity. These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024. Returns : The tags of the entity.
// Entity.tags() as Set<string>;
Return Type:
Set <string >
Gets the team color of the entity. // Entity.teamColor as int
Return Type:
int
Gets the team color of the entity. Returns : The team color of the entity.
// Entity.teamColor() as int;
Return Type:
int
Teleports the entity to the given position. // Entity.teleportTo(x as double, y as double, z as double);
myEntity . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x coordinate to teleport to.
y: double
Type: double
- The y coordinate to teleport to.
z: double
Type: double
- The z coordinate to teleport to.
Gets the number of ticks the entity has been frozen. // Entity.ticksFrozen as int
Return Type:
int
Gets the number of ticks the entity has been frozen. Returns : The number of ticks the entity has been frozen.
// Entity.ticksFrozen() as int;
Return Type:
int
Gets the number of ticks required to freeze the entity. // Entity.ticksRequiredToFreeze as int
myEntity . ticksRequiredToFreeze
Return Type:
int
Gets the number of ticks required to freeze the entity. Returns : The number of ticks required to freeze the entity.
// Entity.ticksRequiredToFreeze() as int;
myEntity . ticksRequiredToFreeze();
Return Type:
int
Turns the entity. // Entity.turn(yaw as double, pitch as double);
myEntity . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
- The yaw to turn the entity to.
pitch: double
Type: double
- The pitch to turn the entity to.
Removes any passengers and stops riding the current entity.
Updates the custom NBT data for this Entity. // Entity.updateCustomData(data as MapData ); myEntity . updateCustomData({custom: "data" });
myEntity . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // Entity.updateData(data as MapData ); myEntity . updateData({key: "value" });
Gets the UUID of the entity.
Return Type:
UUID
Gets the UUID of the entity. Returns : The UUID of the entity.
// Entity.uuid() as UUID;
Return Type:
UUID
Gets the vehicle of the entity.
Return Type:
Entity
Gets the vehicle of the entity. Returns : The vehicle of the entity.
// Entity.vehicle() as Entity ;
Return Type:
Entity
Gets the x coordinate of the entity.
Return Type:
double
Gets the x coordinate of the entity. Returns : The x coordinate of the entity.
Return Type:
double
Gets the y coordinate of the entity.
Return Type:
double
Gets the y coordinate of the entity. Returns : The y coordinate of the entity.
Return Type:
double
Gets the z coordinate of the entity.
Return Type:
double
Gets the z coordinate of the entity. Returns : The z coordinate of the entity.
Return Type:
double