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 . LivingEntity;
LivingEntity extends Entity
.
LivingEntity
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces Attackable
, ILivingEntityExtension
, SyncedDataHolder
, ScoreHolder
, IEntityExtension
, INBTSerializable <CompoundTag >
Gets the absorption amount for this entity. // LivingEntity.absorptionAmount as float
myLivingEntity . absorptionAmount
Return Type:
float
Gets the absorption amount for this entity. Returns : The absorption amount.
// LivingEntity.absorptionAmount() as float;
myLivingEntity . absorptionAmount();
Return Type:
float
Checks if the commands from this source should return failure messages // LivingEntity.acceptsFailure as bool
myLivingEntity . acceptsFailure
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.
// LivingEntity.acceptsFailure() as bool;
myLivingEntity . acceptsFailure();
Return Type:
bool
Checks if the commands from this source should return successful messages // LivingEntity.acceptsSuccess as bool
myLivingEntity . acceptsSuccess
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.
// LivingEntity.acceptsSuccess() as bool;
myLivingEntity . acceptsSuccess();
Return Type:
bool
Gets a map of active effects. Returns : The active effects map.
myLivingEntity . activeEffectsMap();
Return Type:
MobEffectInstance [MobEffect ]
Adds an effect to this entity. Returns : True if the effect was added, false otherwise.
myLivingEntity . addEffect(myMobEffectInstance);
Return Type:
bool
Adds an effect to this entity. Returns : True if the effect was added, false otherwise.
myLivingEntity . addEffect(myMobEffectInstance, myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity that is the source of the effect.
Return Type:
bool
Adds a tag to the entity, returning false if the entity has over 1024 Returns : true if the tag was added.
// LivingEntity.addTag(tagName as string) as bool;
myLivingEntity . 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. // LivingEntity.airSupply as int
Return Type:
int
Gets the current air supply of the entity. Returns : The current air supply of the entity.
// LivingEntity.airSupply() as int;
myLivingEntity . airSupply();
Return Type:
int
Gets all slots. // LivingEntity.allSlots as Iterable< ItemStack >
Return Type:
Iterable <ItemStack >
Gets all slots. Returns : An iterable of item stacks representing all slots.
// LivingEntity.allSlots() as Iterable< ItemStack >; myLivingEntity . allSlots();
Return Type:
Iterable <ItemStack >
Checks if the command source always accepts. // LivingEntity.alwaysAccepts as bool
myLivingEntity . alwaysAccepts
Return Type:
bool
Checks if the command source always accepts. Returns : True if the command source always accepts, false otherwise.
// LivingEntity.alwaysAccepts() as bool;
myLivingEntity . alwaysAccepts();
Return Type:
bool
Gets the armor cover percentage for this entity. This is a value from 0 to 1 that represents the percentage of the entity's body that is covered by armor. // LivingEntity.armorCoverPercentage as float
myLivingEntity . armorCoverPercentage
Return Type:
float
Gets the armor cover percentage for this entity. This is a value from 0 to 1 that represents the percentage of the entity's body that is covered by armor. Returns : The armor cover percentage.
// LivingEntity.armorCoverPercentage() as float;
myLivingEntity . armorCoverPercentage();
Return Type:
float
Gets this entity's armor items. // LivingEntity.armorSlots as Iterable< ItemStack > myLivingEntity . armorSlots
Return Type:
Iterable <ItemStack >
Gets this entity's armor items. Returns : An iterable of item stacks representing the armor items.
// LivingEntity.armorSlots() as Iterable< ItemStack >; myLivingEntity . armorSlots();
Return Type:
Iterable <ItemStack >
Gets the armor value for this entity. // LivingEntity.armorValue as int
myLivingEntity . armorValue
Return Type:
int
Gets the armor value for this entity. Returns : The armor value.
// LivingEntity.armorValue() as int;
myLivingEntity . armorValue();
Return Type:
int
Gets how many arrows are currently in this entity. // LivingEntity.arrowCount as int
myLivingEntity . arrowCount
Return Type:
int
Gets how many arrows are currently in this entity. Returns : The arrow count.
// LivingEntity.arrowCount() as int;
myLivingEntity . arrowCount();
Return Type:
int
Checks if the entity is attackable. // LivingEntity.attackable as bool
myLivingEntity . attackable
Return Type:
bool
Checks if the entity is attackable. Returns : True if the entity is attackable, false otherwise.
// LivingEntity.attackable() as bool;
myLivingEntity . attackable();
Return Type:
bool
Gets the height of the bounding box of the entity. // LivingEntity.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.
// LivingEntity.bbHeight() as float;
myLivingEntity . bbHeight();
Return Type:
float
Gets the width of the bounding box of the entity. // LivingEntity.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.
// LivingEntity.bbWidth() as float;
myLivingEntity . bbWidth();
Return Type:
float
Gets the orientation of the bed that the entity is sleeping on. myLivingEntity . bedOrientation
Return Type:
Direction
Gets the orientation of the bed that the entity is sleeping on. Returns : The orientation of the bed that the entity is sleeping on.
// LivingEntity.bedOrientation() as Direction ; myLivingEntity . bedOrientation();
Return Type:
Direction
Gets the BlockPos
of the entity. // LivingEntity.blockPosiion as BlockPos myLivingEntity . blockPosiion
Return Type:
BlockPos
Gets the BlockPos
of the entity. Returns : The BlockPos
of the entity.
// LivingEntity.blockPosiion() as BlockPos ; myLivingEntity . blockPosiion();
Return Type:
BlockPos
Gets the position
of the entity. // LivingEntity.blockPosition as BlockPos myLivingEntity . blockPosition
Return Type:
BlockPos
Gets the position
of the entity. Returns : The block position of the entity.
// LivingEntity.blockPosition() as BlockPos ; myLivingEntity . blockPosition();
Return Type:
BlockPos
Gets the x coordinate of the entity. // LivingEntity.blockX as int
Return Type:
int
Gets the x coordinate of the entity. Returns : The x coordinate of the entity.
// LivingEntity.blockX() as int;
Return Type:
int
Gets the y coordinate of the entity. // LivingEntity.blockY as int
Return Type:
int
Gets the y coordinate of the entity. Returns : The y coordinate of the entity.
// LivingEntity.blockY() as int;
Return Type:
int
Gets the z coordinate of the entity. // LivingEntity.blockZ as int
Return Type:
int
Gets the z coordinate of the entity. Returns : The z coordinate of the entity.
// LivingEntity.blockZ() as int;
Return Type:
int
Gets the bounding box of the entity. // LivingEntity.boundingBox as AABB myLivingEntity . boundingBox
Return Type:
AABB
Gets the bounding box of the entity. Returns : The bounding box of the entity.
// LivingEntity.boundingBox() as AABB ; myLivingEntity . boundingBox();
Return Type:
AABB
Gets the bounding box for culling of the entity. // LivingEntity.boundingBoxForCulling as AABB myLivingEntity . boundingBoxForCulling
Return Type:
AABB
Gets the bounding box for culling of the entity. Returns : The bounding box for culling of the entity.
// LivingEntity.boundingBoxForCulling() as AABB ; myLivingEntity . boundingBoxForCulling();
Return Type:
AABB
Checks if this entity can attack a target. Returns : True if this entity can attack the target, false otherwise.
myLivingEntity . canAttack(myLivingEntity);
Return Type:
bool
Checks if this entity can be affected by a specific effect. Returns : True if this entity can be affected by the effect, false otherwise.
myLivingEntity . canBeAffected(myMobEffectInstance);
Return Type:
bool
Checks if the entity can be collided with. // LivingEntity.canBeCollidedWith as bool
myLivingEntity . canBeCollidedWith
Return Type:
bool
Checks if the entity can be collided with. Returns : true if the entity can be collided with.
// LivingEntity.canBeCollidedWith() as bool;
myLivingEntity . canBeCollidedWith();
Return Type:
bool
Checks if this entity can be seen as an enemy. Some things this checks are if this entity is a player and it is in creative mode, or if this entity is an axolotl if it is playing dead. // LivingEntity.canBeSeenAsEnemy as bool
myLivingEntity . canBeSeenAsEnemy
Return Type:
bool
Checks if this entity can be seen as an enemy. Some things this checks are if this entity is a player and it is in creative mode, or if this entity is an axolotl if it is playing dead. Returns : True if this entity can be seen as an enemy, false otherwise.
// LivingEntity.canBeSeenAsEnemy() as bool;
myLivingEntity . canBeSeenAsEnemy();
Return Type:
bool
Checks if this entity can be seen by anyone. // LivingEntity.canBeSeenByAnyone as bool
myLivingEntity . canBeSeenByAnyone
Return Type:
bool
Checks if this entity can be seen by anyone. Returns : True if this entity can be seen by anyone, false otherwise.
// LivingEntity.canBeSeenByAnyone() as bool;
myLivingEntity . canBeSeenByAnyone();
Return Type:
bool
Checks if this entity can breathe underwater. // LivingEntity.canBreatheUnderwater as bool
myLivingEntity . canBreatheUnderwater
Return Type:
bool
Checks if this entity can breathe underwater. Returns : True if the entity can breathe underwater, false otherwise.
// LivingEntity.canBreatheUnderwater() as bool;
myLivingEntity . canBreatheUnderwater();
Return Type:
bool
Checks if the entity can collide with the given entity. Returns : true if the entity can collide with the given entity.
// LivingEntity.canCollideWith(other as Entity ) as bool; myLivingEntity . 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. // LivingEntity.canFreeze as bool
Return Type:
bool
Checks if the entity can freeze. Returns : Whether the entity can freeze.
// LivingEntity.canFreeze() as bool;
myLivingEntity . canFreeze();
Return Type:
bool
Checks if the entity can stand on a specific fluid. Returns : True if the entity can stand on the fluid, false otherwise.
// LivingEntity.canStandOnFluid(fluid as Fluid ) as bool; myLivingEntity . canStandOnFluid(myFluid);
Return Type:
bool
Checks if the item can be worn as armor. Returns : True if the item can be worn as armor, false otherwise.
// LivingEntity.canTakeItem(stack as ItemStack ) as bool; myLivingEntity . canTakeItem(myItemStack);
Return Type:
bool
Clears the fire of the entity. // LivingEntity.clearFire();
myLivingEntity . clearFire();
Clears the position that the entity is sleeping at. // LivingEntity.clearSleepingPos();
myLivingEntity . clearSleepingPos();
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.
// LivingEntity.closerThan(other as Entity , distance as double) as bool; myLivingEntity . 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. // LivingEntity.commandSenderWorld as Level myLivingEntity . commandSenderWorld
Return Type:
Level
Gets the Level
used when sending commands as this entity. Returns : The Level
used when sending commands as this entity.
// LivingEntity.commandSenderWorld() as Level ; myLivingEntity . commandSenderWorld();
Return Type:
Level
Gets the controlling passenger of the entity. // LivingEntity.controllingPassenger as Entity myLivingEntity . controllingPassenger
Return Type:
Entity
Gets the controlling passenger of the entity. Returns : The controlling passenger of the entity.
// LivingEntity.controllingPassenger() as Entity ; myLivingEntity . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // LivingEntity.customData as MapData myLivingEntity . customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// LivingEntity.customData() as MapData ; myLivingEntity . customData();
Return Type:
MapData
Gets the custom name of the entity. myLivingEntity . customName
Return Type:
Component
myLivingEntity . customName
Return Type:
Component
Gets the custom name of the entity. Returns : The custom name of the entity.
myLivingEntity . customName();
Return Type:
Component
myLivingEntity . customName();
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. // LivingEntity.dampensVibrations as bool
myLivingEntity . 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.
// LivingEntity.dampensVibrations() as bool;
myLivingEntity . 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. // LivingEntity.deltaMovement as Vec3 myLivingEntity . deltaMovement
Return Type:
Vec3
Sets the delta movement of the entity. // LivingEntity.deltaMovement = (deltaMovement as Vec3 ); myLivingEntity . 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.
// LivingEntity.deltaMovement() as Vec3 ; myLivingEntity . deltaMovement();
Return Type:
Vec3
Sets the delta movement of the entity. // LivingEntity.deltaMovement(deltaMovement as Vec3 ); myLivingEntity . deltaMovement(myVec3);
Parameters:
deltaMovement: Vec3
Type: Vec3
- The delta movement to set. Kills this entity. myLivingEntity . die(myDamageSource);
Gets the dimension changing delay of the entity. // LivingEntity.dimensionChangingDelay as int
myLivingEntity . dimensionChangingDelay
Return Type:
int
Gets the dimension changing delay of the entity. Returns : The dimension changing delay of the entity.
// LivingEntity.dimensionChangingDelay() as int;
myLivingEntity . 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.
myLivingEntity . direction();
Return Type:
Direction
Discards the entity. // LivingEntity.discard();
myLivingEntity . discard();
Checks if the entity dismounts underwater. // LivingEntity.dismountsUnderwater as bool
myLivingEntity . dismountsUnderwater
Return Type:
bool
Checks if the entity dismounts underwater. Returns : true if the entity dismounts underwater.
// LivingEntity.dismountsUnderwater() as bool;
myLivingEntity . dismountsUnderwater();
Return Type:
bool
Gets the display name of the entity. myLivingEntity . displayName
Return Type:
Component
myLivingEntity . displayName
Return Type:
Component
Gets the display name of the entity. Returns : The display name of the entity.
myLivingEntity . displayName();
Return Type:
Component
myLivingEntity . displayName();
Return Type:
Component
Gets the distance to the given entity. Returns : The distance to the given entity.
// LivingEntity.distanceTo(entity as Entity ) as float; myLivingEntity . 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.
// LivingEntity.distanceToSqr(x as double, y as double, z as double) as double;
myLivingEntity . 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.
// LivingEntity.distanceToSqr(entity as Entity ) as double; myLivingEntity . 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.
// LivingEntity.distanceToSqr(vec as Vec3 ) as double; myLivingEntity . distanceToSqr(myVec3);
Parameters:
vec: Vec3
Type: Vec3
- The vector to get the squared distance to.
Return Type:
double
// LivingEntity.doHurtTarget(entity as Entity ) as bool; myLivingEntity . doHurtTarget(myEntity);
Return Type:
bool
Eats an item. Returns : The item that the entity ate.
myLivingEntity . eat(myLevel, myItemStack);
Parameters:
level: Level
Type: Level
- The level that the entity is in.
Return Type:
ItemStack
Ejects the passengers of the entity. // LivingEntity.ejectPassengers();
myLivingEntity . ejectPassengers();
Gets the eye height of the entity. // LivingEntity.eyeHeight as float
Return Type:
float
Gets the eye height of the entity. Returns : The eye height of the entity.
// LivingEntity.eyeHeight() as float;
myLivingEntity . eyeHeight();
Return Type:
float
Gets the eye position of the entity. // LivingEntity.eyePosition as Vec3 myLivingEntity . eyePosition
Return Type:
Vec3
Gets the eye position of the entity. Returns : The eye position of the entity.
// LivingEntity.eyePosition() as Vec3 ; myLivingEntity . eyePosition();
Return Type:
Vec3
Gets the y coordinate of the entity's eyes. // LivingEntity.eyeY as double
Return Type:
double
Gets the y coordinate of the entity's eyes. Returns : The y coordinate of the entity's eyes.
// LivingEntity.eyeY() as double;
Return Type:
double
Gets the ticks that the entity has been flying with an elytra. // LivingEntity.fallFlyingTicks as int
myLivingEntity . fallFlyingTicks
Return Type:
int
Gets the ticks that the entity has been flying with an elytra. Returns : The ticks that the entity has been flying with an elytra.
// LivingEntity.fallFlyingTicks() as int;
myLivingEntity . fallFlyingTicks();
Return Type:
int
Checks if the entity is fire immune. // LivingEntity.fireImmune as bool
myLivingEntity . fireImmune
Return Type:
bool
Checks if the entity is fire immune. Returns : true if the entity is fire immune.
// LivingEntity.fireImmune() as bool;
myLivingEntity . fireImmune();
Return Type:
bool
Gets the remaining fire ticks of the entity. // LivingEntity.fireTicks as int
Return Type:
int
Sets the remaining fire ticks of the entity. // LivingEntity.fireTicks = (ticks as int);
myLivingEntity . 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. // LivingEntity.fireTicks(ticks as int);
myLivingEntity . 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.
// LivingEntity.fireTicks() as int;
myLivingEntity . fireTicks();
Return Type:
int
Gets the first passenger of the entity. // LivingEntity.firstPassenger as Entity myLivingEntity . firstPassenger
Return Type:
Entity
Gets the first passenger of the entity. Returns : The first passenger of the entity.
// LivingEntity.firstPassenger() as Entity ; myLivingEntity . firstPassenger();
Return Type:
Entity
Gets the fluid jump threshold of the entity. // LivingEntity.fluidJumpThreshold as double
myLivingEntity . fluidJumpThreshold
Return Type:
double
Gets the fluid jump threshold of the entity. Returns : The fluid jump threshold of the entity.
// LivingEntity.fluidJumpThreshold() as double;
myLivingEntity . fluidJumpThreshold();
Return Type:
double
Forces this entity to have a specific effect, this does not force effects that can't affect this entity. myLivingEntity . forceAddEffect(myMobEffectInstance, myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity that is the source of the effect. Gets the forward vector of the entity. // LivingEntity.forward as Vec3
Return Type:
Vec3
Gets the forward vector of the entity. Returns : The forward vector of the entity.
// LivingEntity.forward() as Vec3 ; myLivingEntity . forward();
Return Type:
Vec3
myLivingEntity . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// LivingEntity.getAttachmentData<T>(type as Supplier< AttachmentType <T>>) as T; myLivingEntity . getAttachmentData < T>(mySupplier);
Return Type:
T
Gets the attribute for this entity. Returns : The attribute.
myLivingEntity . getAttribute(myAttribute);
Return Type:
AttributeInstance
Gets the base attribute value for this entity. Returns : The base attribute value.
// LivingEntity.getAttributeBaseValue(attribute as Attribute ) as double; myLivingEntity . getAttributeBaseValue(myAttribute);
Return Type:
double
Gets the attribute value for this entity. Returns : The attribute value.
// LivingEntity.getAttributeValue(attribute as Attribute ) as double; myLivingEntity . getAttributeValue(myAttribute);
Return Type:
double
Gets the eye position of the entity. Returns : The eye position of the entity.
// LivingEntity.getEyePosition(partialTicks as float) as Vec3 ; myLivingEntity . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the eye position for.
Return Type:
Vec3
Gets the item in a specific slot. Returns : The item in the slot.
myLivingEntity . getItemBySlot(myEquipmentSlot);
Return Type:
ItemStack
Gets the item in the entity's hand. Returns : The item in the hand.
myLivingEntity . getItemInHand(myInteractionHand);
Return Type:
ItemStack
Gets the position of the entity. Returns : The position of the entity.
// LivingEntity.getPosition(partialTicks as float) as Vec3 ; myLivingEntity . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the position for.
Return Type:
Vec3
Gets the swim amount. Returns : The swim amount.
// LivingEntity.getSwimAmount(partialTicks as float) as float;
myLivingEntity . getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the swim amount for.
Return Type:
float
Gets the up vector of the entity. Returns : The up vector of the entity.
// LivingEntity.getUpVector(partialTicks as float) as Vec3 ; myLivingEntity . 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.
// LivingEntity.getViewVector(partialTicks as float) as Vec3 ; myLivingEntity . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the view vector for.
Return Type:
Vec3
Gets the visibility percent for this entity. Returns : The visibility percent.
// LivingEntity.getVisibilityPercent(lookingEntity as Entity ) as double; myLivingEntity . getVisibilityPercent(myEntity);
Parameters:
lookingEntity: Entity
Type: Entity
- The entity that is looking at this entity.
Return Type:
double
Gets the x coordinate of the entity with the given scale. Returns : The x coordinate of the entity.
// LivingEntity.getX(scale as double) as double;
myLivingEntity . getX(myDouble);
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.
// LivingEntity.getY(scale as double) as double;
myLivingEntity . getY(myDouble);
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.
// LivingEntity.getZ(scale as double) as double;
myLivingEntity . getZ(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the z coordinate of the entity.
Return Type:
double
Gets this entity's held items. // LivingEntity.handSlots as Iterable< ItemStack >
Return Type:
Iterable <ItemStack >
Gets this entity's held items. Returns : An iterable of item stacks representing the held items.
// LivingEntity.handSlots() as Iterable< ItemStack >; myLivingEntity . handSlots();
Return Type:
Iterable <ItemStack >
// LivingEntity.hasAttachmentData<T>(type as AttachmentType <T>) as bool; myLivingEntity . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// LivingEntity.hasAttachmentData<T>(type as Supplier< AttachmentType <T>>) as bool; myLivingEntity . hasAttachmentData < T>(mySupplier);
Return Type:
bool
Checks if the entity has a custom name. // LivingEntity.hasCustomName as bool
myLivingEntity . hasCustomName
Return Type:
bool
// LivingEntity.hasCustomName as bool
myLivingEntity . hasCustomName
Return Type:
bool
Checks if the entity has a custom name. Returns : true if the entity has a custom name.
// LivingEntity.hasCustomName() as bool;
myLivingEntity . hasCustomName();
Return Type:
bool
// LivingEntity.hasCustomName() as bool;
myLivingEntity . hasCustomName();
Return Type:
bool
Checks if this entity has a specific effect. Returns : True if this entity has the effect, false otherwise.
// LivingEntity.hasEffect(effect as MobEffect ) as bool; myLivingEntity . hasEffect(myMobEffect);
Return Type:
bool
Checks if the entity has exactly one player passenger. // LivingEntity.hasExactlyOnePlayerPassenger as bool
myLivingEntity . hasExactlyOnePlayerPassenger
Return Type:
bool
Checks if the entity has exactly one player passenger. Returns : true if the entity has exactly one player passenger.
// LivingEntity.hasExactlyOnePlayerPassenger() as bool;
myLivingEntity . hasExactlyOnePlayerPassenger();
Return Type:
bool
Checks if the entity is currently glowing. // LivingEntity.hasGlowingTag as bool
myLivingEntity . hasGlowingTag
Return Type:
bool
Checks if the entity is currently glowing. Returns : true if the entity is currently glowing.
// LivingEntity.hasGlowingTag() as bool;
myLivingEntity . hasGlowingTag();
Return Type:
bool
Checks if the entity has an indirect passenger. Returns : true if the entity has an indirect passenger.
// LivingEntity.hasIndirectPassenger(entity as Entity ) as bool; myLivingEntity . hasIndirectPassenger(myEntity);
Return Type:
bool
Checks if the entity has an item in a specific slot. Returns : True if the entity has an item in the slot, false otherwise.
myLivingEntity . hasItemInSlot(myEquipmentSlot);
Return Type:
bool
Checks if this entity has a line of sight to a specific entity. Returns : True if the entity has a line of sight to the entity, false otherwise.
// LivingEntity.hasLineOfSight(entity as Entity ) as bool; myLivingEntity . hasLineOfSight(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity to check the line of sight to.
Return Type:
bool
Checks if the entity has a passenger. Returns : true if the entity has the given passenger.
// LivingEntity.hasPassenger(entity as Entity ) as bool; myLivingEntity . 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.
// LivingEntity.hasPassenger(predicate as function(t as Entity ) as bool) as bool; myLivingEntity . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
- The predicate to check.
Return Type:
bool
Heals this entity. // LivingEntity.heal(amount as float);
myLivingEntity . heal(myFloat);
Parameters:
amount: float
Type: float
- The amount to heal.
Gets the health of this entity. // LivingEntity.health as float
Return Type:
float
Gets the health of this entity. Returns : The health of this entity.
// LivingEntity.health() as float;
Return Type:
float
Hurts the entity with the given DamageSource
and amount. Returns : true if the entity was hurt.
// LivingEntity.hurt(source as DamageSource , amount as float) as bool; myLivingEntity . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
- The amount of damage to deal.
Return Type:
bool
Gets the ID of the entity. // LivingEntity.id as int
Return Type:
int
Gets the ID of the entity. Returns : The ID of the entity.
// LivingEntity.id() as int;
Return Type:
int
Gets the BlockState
that this entity is currently inside. myLivingEntity . inBlockState
Return Type:
BlockState
Gets the BlockState
that this entity is currently inside. Returns : The block state that this entity is currently inside
myLivingEntity . inBlockState();
Return Type:
BlockState
Checks if the entity is affected by potions, entities such as armor stands are not affected by potions. // LivingEntity.isAffectedByPotions as bool
myLivingEntity . isAffectedByPotions
Return Type:
bool
Checks if the entity is affected by potions, entities such as armor stands are not affected by potions. Returns : True if the entity is affected by potions, false otherwise.
// LivingEntity.isAffectedByPotions() as bool;
myLivingEntity . isAffectedByPotions();
Return Type:
bool
Checks if the entity is alive. // LivingEntity.isAlive as bool
Return Type:
bool
Checks if the entity is alive. Returns : true if the entity is alive.
// LivingEntity.isAlive() as bool;
myLivingEntity . isAlive();
Return Type:
bool
Checks if the entity is always ticking. // LivingEntity.isAlwaysTicking as bool
myLivingEntity . isAlwaysTicking
Return Type:
bool
Checks if the entity is always ticking. Returns : true if the entity is always ticking.
// LivingEntity.isAlwaysTicking() as bool;
myLivingEntity . isAlwaysTicking();
Return Type:
bool
Checks if the entity is attackable. // LivingEntity.isAttackable as bool
myLivingEntity . isAttackable
Return Type:
bool
Checks if the entity is attackable. Returns : true if the entity is attackable.
// LivingEntity.isAttackable() as bool;
myLivingEntity . isAttackable();
Return Type:
bool
Checks if this entity is performing an auto spin attack. // LivingEntity.isAutoSpinAttack as bool
myLivingEntity . isAutoSpinAttack
Return Type:
bool
Checks if this entity is performing an auto spin attack. Returns : True if the entity is performing an auto spin attack, false otherwise.
// LivingEntity.isAutoSpinAttack() as bool;
myLivingEntity . isAutoSpinAttack();
Return Type:
bool
Checks if this entity is a baby. // LivingEntity.isBaby as bool
Return Type:
bool
Checks if this entity is a baby. Returns : True if the entity is a baby, false otherwise.
// LivingEntity.isBaby() as bool;
Return Type:
bool
Checks if the entity is blocking. // LivingEntity.isBlocking as bool
myLivingEntity . isBlocking
Return Type:
bool
Checks if the entity is blocking. Returns : True if the entity is blocking, false otherwise.
// LivingEntity.isBlocking() as bool;
myLivingEntity . isBlocking();
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.
myLivingEntity . isColliding(myBlockPos, myBlockState);
Return Type:
bool
Checks if the entity is crouching. // LivingEntity.isCrouching as bool
myLivingEntity . isCrouching
Return Type:
bool
Checks if the entity is crouching. Returns : true if the entity is crouching.
// LivingEntity.isCrouching() as bool;
myLivingEntity . isCrouching();
Return Type:
bool
Checks if the entity is currently glowing. // LivingEntity.isCurrentlyGlowing as bool
myLivingEntity . isCurrentlyGlowing
Return Type:
bool
Checks if the entity is currently glowing. Returns : True if the entity is currently glowing, false otherwise.
// LivingEntity.isCurrentlyGlowing() as bool;
myLivingEntity . isCurrentlyGlowing();
Return Type:
bool
Checks if the custom name of the entity is visible. // LivingEntity.isCustomNameVisible as bool
myLivingEntity . isCustomNameVisible
Return Type:
bool
Checks if the custom name of the entity is visible. Returns : true if the custom name is visible.
// LivingEntity.isCustomNameVisible() as bool;
myLivingEntity . isCustomNameVisible();
Return Type:
bool
Determines whether the entity can block the damage source based on the damage source's location, whether the damage source is blockable, and whether the entity is blocking. Returns : True if the entity can block the damage source, false otherwise.
// LivingEntity.isDamageSourceBlocked(source as DamageSource ) as bool; myLivingEntity . isDamageSourceBlocked(myDamageSource);
Return Type:
bool
Checks if this entity is dead or dying. // LivingEntity.isDeadOrDying as bool
myLivingEntity . isDeadOrDying
Return Type:
bool
Checks if this entity is dead or dying. Returns : True if this entity is dead or dying, false otherwise.
// LivingEntity.isDeadOrDying() as bool;
myLivingEntity . isDeadOrDying();
Return Type:
bool
Checks if the entity is descending. // LivingEntity.isDescending as bool
myLivingEntity . isDescending
Return Type:
bool
Checks if the entity is descending. Returns : true if the entity is descending.
// LivingEntity.isDescending() as bool;
myLivingEntity . isDescending();
Return Type:
bool
Checks if the entity is being discrete. // LivingEntity.isDiscrete as bool
myLivingEntity . isDiscrete
Return Type:
bool
Checks if the entity is being discrete. Returns : true if the entity is being discrete.
// LivingEntity.isDiscrete() as bool;
myLivingEntity . isDiscrete();
Return Type:
bool
Checks if the entity is flying with an elytra. // LivingEntity.isFallFlying as bool
myLivingEntity . isFallFlying
Return Type:
bool
Checks if the entity is flying with an elytra. Returns : True if the entity is flying with an elytra, false otherwise.
// LivingEntity.isFallFlying() as bool;
myLivingEntity . isFallFlying();
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.
// LivingEntity.isFree(x as double, y as double, z as double) as bool;
myLivingEntity . 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. // LivingEntity.isFullyFrozen as bool
myLivingEntity . isFullyFrozen
Return Type:
bool
Checks if the entity is fully frozen. Returns : true if the entity is fully frozen.
// LivingEntity.isFullyFrozen() as bool;
myLivingEntity . isFullyFrozen();
Return Type:
bool
Checks if the entity is holding an item in their hand. Returns : True if the entity is holding the item, false otherwise.
myLivingEntity . isHolding(myItem);
Return Type:
bool
Checks if the entity is holding an item in their hand. Returns : True if the entity is holding the item, false otherwise.
// LivingEntity.isHolding(predicate as function(t as ItemStack ) as bool) as bool; myLivingEntity . isHolding(myPredicate);
Parameters:
predicate: function(t as ItemStack ) as bool
Type: function(t as ItemStack ) as bool
- The predicate to check.
Return Type:
bool
Checks if the entity is in lava. // LivingEntity.isInLava as bool
Return Type:
bool
Checks if the entity is in lava. Returns : true if the entity is in lava.
// LivingEntity.isInLava() as bool;
myLivingEntity . isInLava();
Return Type:
bool
Checks if this entity is inverted for heal and harm. This usually happens for undead mobs where potions of healing with harm them. // LivingEntity.isInvertedHealAndHarm as bool
myLivingEntity . isInvertedHealAndHarm
Return Type:
bool
Checks if this entity is inverted for heal and harm. This usually happens for undead mobs where potions of healing with harm them. Returns : True if this entity is inverted for heal and harm, false otherwise.
// LivingEntity.isInvertedHealAndHarm() as bool;
myLivingEntity . isInvertedHealAndHarm();
Return Type:
bool
Checks if the entity is invisible. // LivingEntity.isInvisible as bool
myLivingEntity . isInvisible
Return Type:
bool
Checks if the entity is invisible. Returns : true if the entity is invisible.
// LivingEntity.isInvisible() as bool;
myLivingEntity . isInvisible();
Return Type:
bool
Checks if the entity is invisible to the given Player
. Returns : true if the entity is invisible to the player.
// LivingEntity.isInvisibleTo(player as Player ) as bool; myLivingEntity . isInvisibleTo(myPlayer);
Return Type:
bool
Checks if the entity is invulnerable. // LivingEntity.isInvulnerable as bool
myLivingEntity . isInvulnerable
Return Type:
bool
Checks if the entity is invulnerable. Returns : true if the entity is invulnerable.
// LivingEntity.isInvulnerable() as bool;
myLivingEntity . 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.
// LivingEntity.isInvulnerableTo(source as DamageSource ) as bool; myLivingEntity . isInvulnerableTo(myDamageSource);
Return Type:
bool
Checks if the entity is in a wall. // LivingEntity.isInWall as bool
Return Type:
bool
Checks if the entity is in a wall. Returns : true if the entity is in a wall.
// LivingEntity.isInWall() as bool;
myLivingEntity . isInWall();
Return Type:
bool
Checks if the entity is in water. // LivingEntity.isInWater as bool
Return Type:
bool
Checks if the entity is in water. Returns : true if the entity is in water.
// LivingEntity.isInWater() as bool;
myLivingEntity . isInWater();
Return Type:
bool
Checks if the entity is in water or a bubble column. // LivingEntity.isInWaterOrBubble as bool
myLivingEntity . 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.
// LivingEntity.isInWaterOrBubble() as bool;
myLivingEntity . isInWaterOrBubble();
Return Type:
bool
Checks if the entity is in water or rain. // LivingEntity.isInWaterOrRain as bool
myLivingEntity . isInWaterOrRain
Return Type:
bool
Checks if the entity is in water or rain. Returns : true if the entity is in water or rain.
// LivingEntity.isInWaterOrRain() as bool;
myLivingEntity . isInWaterOrRain();
Return Type:
bool
Checks if the entity is in water or rain or a bubble column. // LivingEntity.isInWaterRainOrBubble as bool
myLivingEntity . 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.
// LivingEntity.isInWaterRainOrBubble() as bool;
myLivingEntity . isInWaterRainOrBubble();
Return Type:
bool
Checks if the entity has no gravity. // LivingEntity.isNoGravity as bool
myLivingEntity . isNoGravity
Return Type:
bool
Checks if the entity has no gravity. Returns : true if the entity has no gravity.
// LivingEntity.isNoGravity() as bool;
myLivingEntity . isNoGravity();
Return Type:
bool
Checks if the entity is on fire. // LivingEntity.isOnFire as bool
Return Type:
bool
Checks if the entity is on fire. Returns : true if the entity is on fire.
// LivingEntity.isOnFire() as bool;
myLivingEntity . isOnFire();
Return Type:
bool
Checks if the entity is on portal cooldown. // LivingEntity.isOnPortalCooldown as bool
myLivingEntity . isOnPortalCooldown
Return Type:
bool
Checks if the entity is on portal cooldown. Returns : true if the entity is on portal cooldown.
// LivingEntity.isOnPortalCooldown() as bool;
myLivingEntity . isOnPortalCooldown();
Return Type:
bool
Checks if the entity is a passenger. // LivingEntity.isPassenger as bool
myLivingEntity . isPassenger
Return Type:
bool
Checks if the entity is a passenger. Returns : true if the entity is a passenger.
// LivingEntity.isPassenger() as bool;
myLivingEntity . isPassenger();
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.
// LivingEntity.isPassengerOfSameVehicle(entity as Entity ) as bool; myLivingEntity . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
Checks if the entity is pickable. // LivingEntity.isPickable as bool
myLivingEntity . isPickable
Return Type:
bool
Checks if the entity is pickable. Returns : true if the entity is pickable.
// LivingEntity.isPickable() as bool;
myLivingEntity . isPickable();
Return Type:
bool
Checks if the entity is pushable. // LivingEntity.isPushable as bool
myLivingEntity . isPushable
Return Type:
bool
Checks if the entity is pushable. Returns : true if the entity is pushable.
// LivingEntity.isPushable() as bool;
myLivingEntity . isPushable();
Return Type:
bool
Checks if the entity is pushed by fluid. // LivingEntity.isPushedByFluid as bool
myLivingEntity . isPushedByFluid
Return Type:
bool
Checks if the entity is pushed by fluid. Returns : true if the entity is pushed by fluid.
// LivingEntity.isPushedByFluid() as bool;
myLivingEntity . isPushedByFluid();
Return Type:
bool
Checks if the entity has been removed. // LivingEntity.isRemoved as bool
Return Type:
bool
Checks if the entity has been removed. Returns : Whether the entity has been removed.
// LivingEntity.isRemoved() as bool;
myLivingEntity . isRemoved();
Return Type:
bool
Checks if this entity is sensitive to water, meaning that it will take damage from being in water. // LivingEntity.isSensitiveToWater as bool
myLivingEntity . isSensitiveToWater
Return Type:
bool
Checks if this entity is sensitive to water, meaning that it will take damage from being in water. Returns : True if the entity is sensitive to water, false otherwise.
// LivingEntity.isSensitiveToWater() as bool;
myLivingEntity . isSensitiveToWater();
Return Type:
bool
Checks if the shift key is down. // LivingEntity.isShiftKeyDown as bool
myLivingEntity . isShiftKeyDown
Return Type:
bool
Checks if the shift key is down. Returns : true if the shift key is down.
// LivingEntity.isShiftKeyDown() as bool;
myLivingEntity . isShiftKeyDown();
Return Type:
bool
Checks if the entity is silent, meaning it won't play any sounds. // LivingEntity.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.
// LivingEntity.isSilent() as bool;
myLivingEntity . isSilent();
Return Type:
bool
Checks if the entity is sleeping. // LivingEntity.isSleeping as bool
myLivingEntity . isSleeping
Return Type:
bool
Checks if the entity is sleeping. Returns : True if the entity is sleeping, false otherwise.
// LivingEntity.isSleeping() as bool;
myLivingEntity . isSleeping();
Return Type:
bool
Checks if the entity is a spectator. // LivingEntity.isSpectator as bool
myLivingEntity . isSpectator
Return Type:
bool
Checks if the entity is a spectator. Returns : true if the entity is a spectator.
// LivingEntity.isSpectator() as bool;
myLivingEntity . isSpectator();
Return Type:
bool
Checks if the entity is sprinting. // LivingEntity.isSprinting as bool
myLivingEntity . isSprinting
Return Type:
bool
Checks if the entity is sprinting. Returns : true if the entity is sprinting.
// LivingEntity.isSprinting() as bool;
myLivingEntity . isSprinting();
Return Type:
bool
Checks if the entity is stepping carefully. // LivingEntity.isSteppingCarefully as bool
myLivingEntity . isSteppingCarefully
Return Type:
bool
Checks if the entity is stepping carefully. Returns : true if the entity is stepping carefully.
// LivingEntity.isSteppingCarefully() as bool;
myLivingEntity . isSteppingCarefully();
Return Type:
bool
Checks if the entity is suppressing bounce. // LivingEntity.isSuppressingBounce as bool
myLivingEntity . isSuppressingBounce
Return Type:
bool
Checks if the entity is suppressing bounce. Returns : true if the entity is suppressing bounce.
// LivingEntity.isSuppressingBounce() as bool;
myLivingEntity . isSuppressingBounce();
Return Type:
bool
Checks if the entity is suppressing sliding down a ladder, such as sneaking while on a ladder. // LivingEntity.isSuppressingSlidingDownLadder as bool
myLivingEntity . isSuppressingSlidingDownLadder
Return Type:
bool
Checks if the entity is suppressing sliding down a ladder, such as sneaking while on a ladder. Returns : True if the entity is suppressing sliding down a ladder, false otherwise.
// LivingEntity.isSuppressingSlidingDownLadder() as bool;
myLivingEntity . isSuppressingSlidingDownLadder();
Return Type:
bool
Checks if the entity is swimming. // LivingEntity.isSwimming as bool
myLivingEntity . isSwimming
Return Type:
bool
Checks if the entity is swimming. Returns : true if the entity is swimming.
// LivingEntity.isSwimming() as bool;
myLivingEntity . isSwimming();
Return Type:
bool
Checks if the entity is underwater. // LivingEntity.isUnderWater as bool
myLivingEntity . isUnderWater
Return Type:
bool
Checks if the entity is underwater. Returns : true if the entity is underwater.
// LivingEntity.isUnderWater() as bool;
myLivingEntity . isUnderWater();
Return Type:
bool
Checks if this entity is using an item. // LivingEntity.isUsingItem as bool
myLivingEntity . isUsingItem
Return Type:
bool
Checks if this entity is using an item. Returns : True if the entity is using an item, false otherwise.
// LivingEntity.isUsingItem() as bool;
myLivingEntity . isUsingItem();
Return Type:
bool
Checks if the entity is a vehicle. // LivingEntity.isVehicle as bool
Return Type:
bool
Checks if the entity is a vehicle. Returns : true if the entity is a vehicle.
// LivingEntity.isVehicle() as bool;
myLivingEntity . isVehicle();
Return Type:
bool
Checks if the entity is visually crawling. // LivingEntity.isVisuallyCrawling as bool
myLivingEntity . isVisuallyCrawling
Return Type:
bool
Checks if the entity is visually crawling. Returns : true if the entity is visually crawling.
// LivingEntity.isVisuallyCrawling() as bool;
myLivingEntity . isVisuallyCrawling();
Return Type:
bool
Checks if the entity is visually swimming. // LivingEntity.isVisuallySwimming as bool
myLivingEntity . isVisuallySwimming
Return Type:
bool
Checks if the entity is visually swimming. Returns : True if the entity is visually swimming, false otherwise.
// LivingEntity.isVisuallySwimming() as bool;
myLivingEntity . isVisuallySwimming();
Return Type:
bool
Gets the jump boost power for this entity. // LivingEntity.jumpBoostPower as double
myLivingEntity . jumpBoostPower
Return Type:
double
Gets the jump boost power for this entity. Returns : The jump boost power.
// LivingEntity.jumpBoostPower() as double;
myLivingEntity . jumpBoostPower();
Return Type:
double
Gets the kill credit for this entity. If this entity was last hit by a player, then it will be that player, otherwise it will be the last mob that hit this entity. myLivingEntity . killCredit
Return Type:
LivingEntity
Gets the kill credit for this entity. If this entity was last hit by a player, then it will be that player, otherwise it will be the last mob that hit this entity. Returns : The kill credit.
myLivingEntity . killCredit();
Return Type:
LivingEntity
Knocks back this entity. // LivingEntity.knockback(x as double, y as double, z as double);
myLivingEntity . knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
- The x coordinate to knock back to.
y: double
Type: double
- The y coordinate to knock back to.
z: double
Type: double
- The z coordinate to knock back to.
Gets the last climbable position for this entity. // LivingEntity.lastClimbablePos as BlockPos myLivingEntity . lastClimbablePos
Return Type:
BlockPos
Gets the last climbable position for this entity. Returns : The last climbable position.
// LivingEntity.lastClimbablePos() as BlockPos ; myLivingEntity . lastClimbablePos();
Return Type:
BlockPos
Gets the last damage source for this entity. myLivingEntity . lastDamageSource
Return Type:
DamageSource
Gets the last damage source for this entity. Returns : The last damage source.
myLivingEntity . lastDamageSource();
Return Type:
DamageSource
Gets the last entity that hurt this entity. myLivingEntity . lastHurtByMob
Return Type:
LivingEntity
Gets the last entity that hurt this entity. Returns : The last entity that hurt this entity.
myLivingEntity . lastHurtByMob();
Return Type:
LivingEntity
Gets the timestamp when this entity was last hurt by a mob. // LivingEntity.lastHurtByMobTimestamp as int
myLivingEntity . lastHurtByMobTimestamp
Return Type:
int
Gets the timestamp when this entity was last hurt by a mob. Returns : The timestamp when this entity was last hurt by a mob.
// LivingEntity.lastHurtByMobTimestamp() as int;
myLivingEntity . lastHurtByMobTimestamp();
Return Type:
int
Gets the last entity that this entity hurt. myLivingEntity . lastHurtMob
Return Type:
LivingEntity
Gets the last entity that this entity hurt. Returns : The last entity that this entity hurt.
myLivingEntity . lastHurtMob();
Return Type:
LivingEntity
Gets the timestamp when this entity last hurt a mob. // LivingEntity.lastHurtMobTimestamp as int
myLivingEntity . lastHurtMobTimestamp
Return Type:
int
Gets the timestamp when this entity last hurt a mob. Returns : The timestamp when this entity last hurt a mob.
// LivingEntity.lastHurtMobTimestamp() as int;
myLivingEntity . lastHurtMobTimestamp();
Return Type:
int
Causes the entity to take damage from lava. // LivingEntity.lavaHurt();
myLivingEntity . lavaHurt();
Gets the Level
of the entity. // LivingEntity.level as Level
Return Type:
Level
Gets the look angle of the entity. // LivingEntity.lookAngle as Vec3
Return Type:
Vec3
Gets the look angle of the entity. Returns : The look angle of the entity.
// LivingEntity.lookAngle() as Vec3 ; myLivingEntity . lookAngle();
Return Type:
Vec3
Gets the loot table for this entity. Returns : The loot table.
myLivingEntity . lootTable();
Return Type:
ResourceLocation
Gets the seed used when generating loot from this entity. // LivingEntity.lootTableSeed as long
myLivingEntity . lootTableSeed
Return Type:
long
Gets the main arm for this entity.
Return Type:
HumanoidArm
Gets the main arm for this entity. Returns : The main arm.
myLivingEntity . mainArm();
Return Type:
HumanoidArm
Gets the main hand item for this entity. myLivingEntity . mainHandItem
Return Type:
ItemStack
Gets the main hand item for this entity. Returns : The main hand item.
myLivingEntity . mainHandItem();
Return Type:
ItemStack
Gets the maximum air supply of the entity. // LivingEntity.maxAirSupply as int
myLivingEntity . maxAirSupply
Return Type:
int
Gets the maximum air supply of the entity. Returns : The maximum air supply of the entity.
// LivingEntity.maxAirSupply() as int;
myLivingEntity . maxAirSupply();
Return Type:
int
Gets the maximum fall distance of the entity. // LivingEntity.maxFallDistance as int
myLivingEntity . maxFallDistance
Return Type:
int
Gets the maximum fall distance of the entity. Returns : The maximum fall distance of the entity.
// LivingEntity.maxFallDistance() as int;
myLivingEntity . maxFallDistance();
Return Type:
int
Gets the maximum health for this entity. // LivingEntity.maxHealth as float
Return Type:
float
Gets the maximum health for this entity. Returns : The maximum health.
// LivingEntity.maxHealth() as float;
myLivingEntity . maxHealth();
Return Type:
float
Gets the motion direction of the entity. myLivingEntity . motionDirection
Return Type:
Direction
Gets the motion direction of the entity. Returns : The motion direction of the entity.
// LivingEntity.motionDirection() as Direction ; myLivingEntity . motionDirection();
Return Type:
Direction
Moves the entity relative to its current position. // LivingEntity.moveRelative(amount as float, relative as Vec3 ); myLivingEntity . 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. // LivingEntity.moveTo(vec as Vec3 ); myLivingEntity . moveTo(myVec3);
Parameters:
vec: Vec3
Type: Vec3
- The position to move the entity to. Moves the entity to the given position. // LivingEntity.moveTo(x as double, y as double, z as double);
myLivingEntity . 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. // LivingEntity.moveTo(pos as BlockPos , yaw as float, pitch as float); myLivingEntity . 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. // LivingEntity.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myLivingEntity . 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
Gets the time since this entity last performed an action. // LivingEntity.noActionTime as int
myLivingEntity . noActionTime
Return Type:
int
Gets the time since this entity last performed an action. Returns : The time since this entity last performed an action.
// LivingEntity.noActionTime() as int;
myLivingEntity . noActionTime();
Return Type:
int
Gets the offhand item for this entity. myLivingEntity . offHandItem
Return Type:
ItemStack
Gets the offhand item for this entity. Returns : The offhand item.
myLivingEntity . offHandItem();
Return Type:
ItemStack
Checks if the entity is on the ground. // LivingEntity.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. // LivingEntity.passengers as List< Entity > myLivingEntity . passengers
Return Type:
List <Entity >
Gets the passengers of the entity. Returns : The passengers of the entity.
// LivingEntity.passengers() as List< Entity >; myLivingEntity . passengers();
Return Type:
List <Entity >
Gets the percent the entity is frozen. // LivingEntity.percentFrozen as float
myLivingEntity . percentFrozen
Return Type:
float
Gets the percent the entity is frozen. Returns : The percent the entity is frozen.
// LivingEntity.percentFrozen() as float;
myLivingEntity . percentFrozen();
Return Type:
float
Gets the piston push reaction of the entity. myLivingEntity . pistonPushReaction
Return Type:
PushReaction
Gets the piston push reaction of the entity. Returns : The piston push reaction of the entity.
myLivingEntity . pistonPushReaction();
Return Type:
PushReaction
Plays a sound at the entity's location. // LivingEntity.playSound(sound as SoundEvent , volume as float, pitch as float); myLivingEntity . 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. // LivingEntity.position as Vec3
Return Type:
Vec3
Gets the position of the entity. Returns : The position of the entity.
// LivingEntity.position() as Vec3 ; myLivingEntity . position();
Return Type:
Vec3
Positions the rider of the entity. // LivingEntity.positionRider(entity as Entity ); myLivingEntity . positionRider(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity to position the rider of. Gets this entity's random source. Returns : The random source for the entity.
Return Type:
RandomSource
Gets the registry name of the entity. myLivingEntity . registryName
Return Type:
ResourceLocation
Gets the registry name of the entity. Returns : The registry name of the entity.
myLivingEntity . registryName();
Return Type:
ResourceLocation
Releases the item that the entity is using. // LivingEntity.releaseUsingItem();
myLivingEntity . releaseUsingItem();
Removes all effects from this entity. Returns : True if all effects were removed, false otherwise.
// LivingEntity.removeAllEffects() as bool;
myLivingEntity . removeAllEffects();
Return Type:
bool
Removes an effect from this entity. Returns : True if the effect was removed, false otherwise.
// LivingEntity.removeEffect(effect as MobEffect ) as bool; myLivingEntity . removeEffect(myMobEffect);
Return Type:
bool
Removes an effect from this entity without causing an update. Returns : The removed effect.
myLivingEntity . removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
Removes a tag from the entity. Returns : true if the tag was removed.
// LivingEntity.removeTag(tagName as string) as bool;
myLivingEntity . removeTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to remove.
Return Type:
bool
Removes the vehicle of the entity. // LivingEntity.removeVehicle();
myLivingEntity . removeVehicle();
Gets the root vehicle of the entity. // LivingEntity.rootVehicle as Entity myLivingEntity . rootVehicle
Return Type:
Entity
Gets the root vehicle of the entity. Returns : The root vehicle of the entity.
// LivingEntity.rootVehicle() as Entity ; myLivingEntity . rootVehicle();
Return Type:
Entity
Gets this entity's scale. // LivingEntity.scale as float
Return Type:
float
Gets this entity's scale. Returns : The scale of the entity.
// LivingEntity.scale() as float;
Return Type:
float
Sends a message to the command source. // LivingEntity.sendMessage(component as Component ); myLivingEntity . sendMessage(myComponent);
Sets the absorption amount for this entity. // LivingEntity.setAbsorptionAmount(absorption as float);
myLivingEntity . setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
- The absorption amount to set.
Sets the air supply of the entity. // LivingEntity.setAirSupply(air as int);
myLivingEntity . setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity.
Sets how many arrows are currently in this entity. // LivingEntity.setArrowCount(count as int);
myLivingEntity . setArrowCount(myInt);
Parameters:
count: int
Type: int
- The number of arrows to set.
// LivingEntity.setAttachmentData<T>(type as AttachmentType <T>, data as T) as T?; myLivingEntity . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// LivingEntity.setAttachmentData<T>(type as Supplier< AttachmentType <T>>, data as T) as T?; myLivingEntity . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
Sets the custom name of the entity. // LivingEntity.setCustomName(name as Component ); myLivingEntity . setCustomName(myComponent);
Sets the custom name visible state of the entity. // LivingEntity.setCustomNameVisible(visible as bool);
myLivingEntity . setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible.
Sets the delta movement of the entity. // LivingEntity.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myLivingEntity . 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.
Sets if this entity should discard friction. // LivingEntity.setDiscardFriction(discardFriction as bool);
myLivingEntity . setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
- True if this entity should discard friction, false otherwise.
Makes the entity glow. // LivingEntity.setGlowingTag(glowing as bool);
myLivingEntity . setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
- true if the entity should be glowing.
Sets the health of this entity. // LivingEntity.setHealth(health as float);
myLivingEntity . setHealth(myFloat);
Parameters:
health: float
Type: float
- The health to set.
Sets the invisible state of the entity. // LivingEntity.setInvisible(invisible as bool);
myLivingEntity . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible.
Sets the invulnerable state of the entity. // LivingEntity.setInvulnerable(invulnerable as bool);
myLivingEntity . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable.
Sets whether the entity is in powder snow. // LivingEntity.setIsInPowderSnow(inPowderSnow as bool);
myLivingEntity . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow.
Sets the item in the entity's hand. myLivingEntity . setItemInHand(myInteractionHand, myItemStack);
Sets the item in a specific equipment slot. myLivingEntity . setItemSlot(myEquipmentSlot, myItemStack);
Sets whether this entity is jumping. // LivingEntity.setJumping(jumping as bool);
myLivingEntity . setJumping(myBool);
Parameters:
jumping: bool
Type: bool
- True if the entity should jump, false otherwise.
Sets the last entity that hurt this entity. myLivingEntity . setLastHurtByMob(myLivingEntity);
Sets the last entity that hurt this entity. // LivingEntity.setLastHurtByPlayer(player as Player ); myLivingEntity . setLastHurtByPlayer(myPlayer);
Parameters:
player: Player
Type: Player
- The player that hurt this entity. Sets the last entity that this entity hurt. // LivingEntity.setLastHurtMob(entity as Entity ); myLivingEntity . setLastHurtMob(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity that this entity hurt. Sets the time since this entity last performed an action. // LivingEntity.setNoActionTime(idleTime as int);
myLivingEntity . setNoActionTime(myInt);
Parameters:
idleTime: int
Type: int
- The time since this entity last performed an action.
Sets if the entity has no gravity. // LivingEntity.setNoGravity(noGravity as bool);
myLivingEntity . 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. // LivingEntity.setOldPosAndRot();
myLivingEntity . setOldPosAndRot();
Sets if the entity is on the ground. // LivingEntity.setOnGround(onGround as bool);
myLivingEntity . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
- The on ground state to set the entity to.
Sets the portal cooldown of the entity. // LivingEntity.setPortalCooldown();
myLivingEntity . setPortalCooldown();
Sets the position of the entity. // LivingEntity.setPos(position as Vec3 ); myLivingEntity . setPos(myVec3);
Parameters:
position: Vec3
Type: Vec3
- The position to set the entity to. Sets the position of the entity. // LivingEntity.setPos(x as double, y as double, z as double);
myLivingEntity . 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. // LivingEntity.setPosRaw(x as double, y as double, z as double);
myLivingEntity . 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 . myLivingEntity . setRemoved(myRemovalReason);
Sets the shift key down state of the entity. // LivingEntity.setShiftKeyDown(keyDown as bool);
myLivingEntity . setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down.
Sets if the entity is silent. // LivingEntity.setSilent(silent as bool);
myLivingEntity . setSilent(myBool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to.
Sets the position that the entity is sleeping at. // LivingEntity.setSleepingPos(pos as BlockPos ); myLivingEntity . setSleepingPos(myBlockPos);
Sets the movement speed of this entity. // LivingEntity.setSpeed(speed as float);
myLivingEntity . setSpeed(myFloat);
Parameters:
speed: float
Type: float
- The movement speed to set.
Sets the sprinting state of the entity. // LivingEntity.setSprinting(sprinting as bool);
myLivingEntity . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting.
Sets how many stingers are currently in this entity. // LivingEntity.setStingerCount(count as int);
myLivingEntity . setStingerCount(myInt);
Parameters:
count: int
Type: int
- The number of stingers to set.
Sets the swimming state of the entity. // LivingEntity.setSwimming(swimming as bool);
myLivingEntity . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming.
Sets the number of ticks the entity has been frozen. // LivingEntity.setTicksFrozen(ticks as int);
myLivingEntity . setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen.
Checks if the entity should be saved. // LivingEntity.shouldBeSaved as bool
myLivingEntity . shouldBeSaved
Return Type:
bool
Checks if the entity should be saved. Returns : true if the entity should be saved.
// LivingEntity.shouldBeSaved() as bool;
myLivingEntity . shouldBeSaved();
Return Type:
bool
Checks if this entity should discard friction. // LivingEntity.shouldDiscardFriction as bool
myLivingEntity . shouldDiscardFriction
Return Type:
bool
Checks if this entity should discard friction. Returns : True if this entity should discard friction, false otherwise.
// LivingEntity.shouldDiscardFriction() as bool;
myLivingEntity . shouldDiscardFriction();
Return Type:
bool
Checks if the commands from this source should inform admins. // LivingEntity.shouldInformAdmins as bool
myLivingEntity . 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.
// LivingEntity.shouldInformAdmins() as bool;
myLivingEntity . shouldInformAdmins();
Return Type:
bool
Checks if the entity should show its name. // LivingEntity.shouldShowName as bool
myLivingEntity . shouldShowName
Return Type:
bool
Checks if the entity should show its name. Returns : true if the entity should show its name.
// LivingEntity.shouldShowName() as bool;
myLivingEntity . shouldShowName();
Return Type:
bool
Checks if the entity should show vehicle health. // LivingEntity.showVehicleHealth as bool
myLivingEntity . showVehicleHealth
Return Type:
bool
Checks if the entity should show vehicle health. Returns : true if the entity should show vehicle health.
// LivingEntity.showVehicleHealth() as bool;
myLivingEntity . showVehicleHealth();
Return Type:
bool
Gets the position that the entity is sleeping at. myLivingEntity . sleepingPos
Return Type:
BlockPos
Gets the position that the entity is sleeping at. Returns : The position that the entity is sleeping at.
// LivingEntity.sleepingPos() as BlockPos ; myLivingEntity . sleepingPos();
Return Type:
BlockPos
Gets the SoundSource
of the entity. Returns : The sound source of the entity.
myLivingEntity . soundSource();
Return Type:
SoundSource
Gets the movement speed of this entity. // LivingEntity.speed as float
Return Type:
float
Gets the movement speed of this entity. Returns : The movement speed of the entity.
// LivingEntity.speed() as float;
Return Type:
float
Starts riding the given entity. Returns : true if the entity started riding.
// LivingEntity.startRiding(entity as Entity ) as bool; myLivingEntity . startRiding(myEntity);
Return Type:
bool
Starts riding the given entity. Returns : true if the entity started riding.
// LivingEntity.startRiding(entity as Entity , force as bool) as bool; myLivingEntity . startRiding(myEntity, myBool);
Parameters:
force: bool
Type: bool
- true if the entity should be forced to start riding.
Return Type:
bool
Starts the entity to sleep at a specific position. // LivingEntity.startSleeping(pos as BlockPos ); myLivingEntity . startSleeping(myBlockPos);
Starts using an item. myLivingEntity . startUsingItem(myInteractionHand);
Gets how many stingers are currently in this entity. // LivingEntity.stingerCount as int
myLivingEntity . stingerCount
Return Type:
int
Gets how many stingers are currently in this entity. Returns : The stinger count.
// LivingEntity.stingerCount() as int;
myLivingEntity . stingerCount();
Return Type:
int
Stops riding the entity. // LivingEntity.stopRiding();
myLivingEntity . stopRiding();
Stops the entity from sleeping. // LivingEntity.stopSleeping();
myLivingEntity . stopSleeping();
Stops using an item. // LivingEntity.stopUsingItem();
myLivingEntity . stopUsingItem();
Gets the UUID of the entity as a string. // LivingEntity.stringUUID as string
myLivingEntity . stringUUID
Return Type:
string
Gets the UUID of the entity as a string. Returns : The UUID of the entity as a string.
// LivingEntity.stringUUID() as string;
myLivingEntity . stringUUID();
Return Type:
string
Swings the entity's main hand. myLivingEntity . swing(myInteractionHand);
Swings the entity's main hand. myLivingEntity . swing(myInteractionHand, myBool);
Parameters:
updateSelf: bool
Type: bool
- Whether to update the entity's self.
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. // LivingEntity.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.
// LivingEntity.tags() as Set<string>;
Return Type:
Set <string >
Gets the team color of the entity. // LivingEntity.teamColor as int
Return Type:
int
Gets the team color of the entity. Returns : The team color of the entity.
// LivingEntity.teamColor() as int;
myLivingEntity . teamColor();
Return Type:
int
Teleports the entity to the given position. // LivingEntity.teleportTo(x as double, y as double, z as double);
myLivingEntity . 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. // LivingEntity.ticksFrozen as int
myLivingEntity . ticksFrozen
Return Type:
int
Gets the number of ticks the entity has been frozen. Returns : The number of ticks the entity has been frozen.
// LivingEntity.ticksFrozen() as int;
myLivingEntity . ticksFrozen();
Return Type:
int
Gets the number of ticks required to freeze the entity. // LivingEntity.ticksRequiredToFreeze as int
myLivingEntity . ticksRequiredToFreeze
Return Type:
int
Gets the number of ticks required to freeze the entity. Returns : The number of ticks required to freeze the entity.
// LivingEntity.ticksRequiredToFreeze() as int;
myLivingEntity . ticksRequiredToFreeze();
Return Type:
int
Gets how long the entity has been using an item. // LivingEntity.ticksUsingItem as int
myLivingEntity . ticksUsingItem
Return Type:
int
Gets how long the entity has been using an item. Returns : The ticks that the entity has been using an item.
// LivingEntity.ticksUsingItem() as int;
myLivingEntity . ticksUsingItem();
Return Type:
int
Moves this entity towards the given location. // LivingEntity.travel(vec as Vec3 ); myLivingEntity . travel(myVec3);
Parameters:
vec: Vec3
Type: Vec3
- The direction to move in. Turns the entity. // LivingEntity.turn(yaw as double, pitch as double);
myLivingEntity . 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. // LivingEntity.unRide();
Updates the custom NBT data for this Entity. // LivingEntity.updateCustomData(data as MapData ); myLivingEntity . updateCustomData({custom: "data" });
myLivingEntity . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // LivingEntity.updateData(data as MapData ); myLivingEntity . updateData({key: "value" });
Gets the hand that the entity is using an item with. myLivingEntity . usedItemHand
Return Type:
InteractionHand
Gets the hand that the entity is using an item with. Returns : The hand that the entity is using an item with.
myLivingEntity . usedItemHand();
Return Type:
InteractionHand
Gets the item that the entity is using.
Return Type:
ItemStack
Gets the item that the entity is using. Returns : The item that the entity is using.
myLivingEntity . useItem();
Return Type:
ItemStack
Gets the remaining ticks left of the use duration of the item that is being used. // LivingEntity.useItemRemainingTicks as int
myLivingEntity . useItemRemainingTicks
Return Type:
int
Gets the remaining ticks left of the use duration of the item that is being used. Returns : The remaining ticks for the item that the entity is using.
// LivingEntity.useItemRemainingTicks() as int;
myLivingEntity . useItemRemainingTicks();
Return Type:
int
Gets the UUID of the entity. // LivingEntity.uuid as UUID
Return Type:
UUID
Gets the UUID of the entity. Returns : The UUID of the entity.
// LivingEntity.uuid() as UUID;
Return Type:
UUID
Gets the vehicle of the entity. // LivingEntity.vehicle as Entity
Return Type:
Entity
Gets the vehicle of the entity. Returns : The vehicle of the entity.
// LivingEntity.vehicle() as Entity ; myLivingEntity . vehicle();
Return Type:
Entity
Gets the voice pitch for this entity. // LivingEntity.voicePitch as float
myLivingEntity . voicePitch
Return Type:
float
Gets the voice pitch for this entity. Returns : The voice pitch.
// LivingEntity.voicePitch() as float;
myLivingEntity . voicePitch();
Return Type:
float
Gets the x coordinate of the entity. // LivingEntity.x as double
Return Type:
double
Gets the x coordinate of the entity. Returns : The x coordinate of the entity.
// LivingEntity.x() as double;
Return Type:
double
Gets the y coordinate of the entity. // LivingEntity.y as double
Return Type:
double
Gets the y coordinate of the entity. Returns : The y coordinate of the entity.
// LivingEntity.y() as double;
Return Type:
double
Gets the z coordinate of the entity. // LivingEntity.z as double
Return Type:
double
Gets the z coordinate of the entity. Returns : The z coordinate of the entity.
// LivingEntity.z() as double;
Return Type:
double