If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at
the top of the file.
import crafttweaker . api.entity.type.animal . Animal;
Animal extends AgeableMob
.
Animal
implements the following interfaces:
Targeting
,Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces EquipmentUser
, Leashable
, Attackable
, ILivingEntityExtension
, SyncedDataHolder
, ScoreHolder
, IEntityExtension
, INBTSerializable <CompoundTag >
Gets the absorption amount for this entity. // Animal.absorptionAmount as float
myAnimal . absorptionAmount
Return Type:
float
Gets the absorption amount for this entity. Returns : The absorption amount.
// Animal.absorptionAmount() as float;
myAnimal . absorptionAmount();
Return Type:
float
Checks if the commands from this source should return failure messages // Animal.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.
// Animal.acceptsFailure() as bool;
myAnimal . acceptsFailure();
Return Type:
bool
Checks if the commands from this source should return successful messages // Animal.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.
// Animal.acceptsSuccess() as bool;
myAnimal . acceptsSuccess();
Return Type:
bool
Gets a map of active effects. Returns : The active effects map.
myAnimal . activeEffectsMap();
Return Type:
MobEffectInstance [MobEffect ]
Adds an effect to this entity. Returns : True if the effect was added, false otherwise.
myAnimal . addEffect(myMobEffectInstance);
Return Type:
bool
Adds an effect to this entity. Returns : True if the effect was added, false otherwise.
myAnimal . 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.
// Animal.addTag(tagName as string) as bool;
myAnimal . addTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to add.
Return Type:
bool
Checks if the mob is aggressive. // Animal.aggressive as bool
Return Type:
bool
Sets whether the mob should be aggressive. // Animal.aggressive = (value as bool);
myAnimal . aggressive = myBool;
Parameters:
value: bool
Type: bool
- Whether the mob should be aggressive.
Gets the current air supply of the entity. // Animal.airSupply as int
Return Type:
int
Gets the current air supply of the entity. Returns : The current air supply of the entity.
// Animal.airSupply() as int;
Return Type:
int
Gets all slots.
Return Type:
Iterable <ItemStack >
Gets all slots. Returns : An iterable of item stacks representing all slots.
Return Type:
Iterable <ItemStack >
Checks if the command source always accepts. // Animal.alwaysAccepts as bool
Return Type:
bool
Checks if the command source always accepts. Returns : True if the command source always accepts, false otherwise.
// Animal.alwaysAccepts() as bool;
myAnimal . alwaysAccepts();
Return Type:
bool
Gets the interval of the ambient sound for this mob. // Animal.ambientSoundInterval as int
myAnimal . ambientSoundInterval
Return Type:
int
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. // Animal.armorCoverPercentage as float
myAnimal . 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.
// Animal.armorCoverPercentage() as float;
myAnimal . armorCoverPercentage();
Return Type:
float
Gets this entity's armor items.
Return Type:
Iterable <ItemStack >
Gets this entity's armor items. Returns : An iterable of item stacks representing the armor items.
// Animal.armorSlots() as Iterable< ItemStack >;
Return Type:
Iterable <ItemStack >
Gets the armor value for this entity. // Animal.armorValue as int
Return Type:
int
Gets the armor value for this entity. Returns : The armor value.
// Animal.armorValue() as int;
Return Type:
int
Gets how many arrows are currently in this entity. // Animal.arrowCount as int
Return Type:
int
Gets how many arrows are currently in this entity. Returns : The arrow count.
// Animal.arrowCount() as int;
Return Type:
int
Triggers the eat event for this mob. This is used by sheep when they eat grass to regrow their wool / grow up.
Checks if the entity is attackable. // Animal.attackable as bool
Return Type:
bool
Checks if the entity is attackable. Returns : True if the entity is attackable, false otherwise.
// Animal.attackable() as bool;
Return Type:
bool
Sets whether the mob should be a baby. // Animal.baby = (value as bool);
Parameters:
value: bool
Type: bool
- Whether the mob should be a baby.
Gets the height of the bounding box of the entity. // Animal.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.
// Animal.bbHeight() as float;
Return Type:
float
Gets the width of the bounding box of the entity. // Animal.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.
// Animal.bbWidth() as float;
Return Type:
float
Gets the orientation of the bed that the entity is sleeping on.
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.
myAnimal . bedOrientation();
Return Type:
Direction
Gets the position
of the entity. Returns : The block position of the entity.
myAnimal . 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.
// Animal.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.
// Animal.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.
// Animal.blockZ() as int;
Return Type:
int
Gets the bounding box of the entity. // Animal.boundingBox as AABB
Return Type:
AABB
Gets the bounding box of the entity. Returns : The bounding box of the entity.
// Animal.boundingBox() as AABB ;
Return Type:
AABB
Gets the bounding box for culling of the entity. // Animal.boundingBoxForCulling as AABB myAnimal . boundingBoxForCulling
Return Type:
AABB
Gets the bounding box for culling of the entity. Returns : The bounding box for culling of the entity.
// Animal.boundingBoxForCulling() as AABB ; myAnimal . boundingBoxForCulling();
Return Type:
AABB
Checks if this entity can attack a target. Returns : True if this entity can attack the target, false otherwise.
myAnimal . 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.
myAnimal . canBeAffected(myMobEffectInstance);
Return Type:
bool
Checks if the entity can be collided with. // Animal.canBeCollidedWith as bool
myAnimal . canBeCollidedWith
Return Type:
bool
Checks if the entity can be collided with. Returns : true if the entity can be collided with.
// Animal.canBeCollidedWith() as bool;
myAnimal . canBeCollidedWith();
Return Type:
bool
Checks if the mob can be leashed. Returns : Whether the mob can be leashed.
// Animal.canBeLeashed() as bool;
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. // Animal.canBeSeenAsEnemy as bool
myAnimal . 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.
// Animal.canBeSeenAsEnemy() as bool;
myAnimal . canBeSeenAsEnemy();
Return Type:
bool
Checks if this entity can be seen by anyone. // Animal.canBeSeenByAnyone as bool
myAnimal . 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.
// Animal.canBeSeenByAnyone() as bool;
myAnimal . canBeSeenByAnyone();
Return Type:
bool
Checks if this entity can breathe underwater. // Animal.canBreatheUnderwater as bool
myAnimal . canBreatheUnderwater
Return Type:
bool
Checks if this entity can breathe underwater. Returns : True if the entity can breathe underwater, false otherwise.
// Animal.canBreatheUnderwater() as bool;
myAnimal . 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.
// Animal.canCollideWith(other as Entity ) as bool; myAnimal . canCollideWith(myEntity);
Parameters:
other: Entity
Type: Entity
- The entity to check if the entity can collide with.
Return Type:
bool
Checks if this Animal can fall in love. // Animal.canFAllInLove as bool
Return Type:
bool
Checks if the mob can fire a projectile weapon. Returns : Whether the mob can fire the weapon.
myAnimal . canFireProjectileWeapon(myProjectileWeaponItem);
Return Type:
bool
Checks if the entity can freeze. // Animal.canFreeze as bool
Return Type:
bool
Checks if the entity can freeze. Returns : Whether the entity can freeze.
// Animal.canFreeze() as bool;
Return Type:
bool
Checks if the mob can hold the given item. Returns : Whether the mob can hold the item.
// Animal.canHoldItem(stack as ItemStack ) as bool; myAnimal . canHoldItem(myItemStack);
Return Type:
bool
Checks if this Animal can mate with the given Animal
. Returns : True if this Animal can mate with the given Animal
, false otherwise.
// Animal.canMate(other as Animal ) as bool; myAnimal . canMate(myAnimal);
Return Type:
bool
Checks if the mob can pick up loot. // Animal.canPickUpLoot as bool
Return Type:
bool
Sets whether the mob can pick up loot. // Animal.canPickUpLoot = (value as bool);
myAnimal . canPickUpLoot = myBool;
Parameters:
value: bool
Type: bool
- Whether the mob can pick up loot.
Checks if the mob can replace an item with another item. Returns : Whether the mob can replace the item.
myAnimal . canReplaceEqualItem(myItemStack, myItemStack);
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.
// Animal.canStandOnFluid(fluid as Fluid ) as bool; myAnimal . 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.
// Animal.canTakeItem(stack as ItemStack ) as bool; myAnimal . canTakeItem(myItemStack);
Return Type:
bool
Checks if the mob can spawn in the given level
. Returns : Whether the mob can spawn in the given level.
// Animal.checkSpawnObstruction(level as LevelReader ) as bool; myAnimal . checkSpawnObstruction(myLevelReader);
Return Type:
bool
Checks if the mob can spawn in the given level
with the given MobSpawnType
. Returns : Whether the mob can spawn in the given level.
myAnimal . checkSpawnRules(myLevelAccessor, myMobSpawnType);
Return Type:
bool
Clears the fire of the entity.
Clears the restriction for the mob. // Animal.clearRestriction();
myAnimal . clearRestriction();
Clears the position that the entity is sleeping at. // Animal.clearSleepingPos();
myAnimal . 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.
// Animal.closerThan(other as Entity , distance as double) as bool; myAnimal . 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. // Animal.commandSenderWorld as Level myAnimal . commandSenderWorld
Return Type:
Level
Gets the Level
used when sending commands as this entity. Returns : The Level
used when sending commands as this entity.
// Animal.commandSenderWorld() as Level ; myAnimal . commandSenderWorld();
Return Type:
Level
Gets the controlling passenger of the entity. // Animal.controllingPassenger as Entity myAnimal . controllingPassenger
Return Type:
Entity
Gets the controlling passenger of the entity. Returns : The controlling passenger of the entity.
// Animal.controllingPassenger() as Entity ; myAnimal . 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. // Animal.dampensVibrations as bool
myAnimal . 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.
// Animal.dampensVibrations() as bool;
myAnimal . 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. // Animal.deltaMovement as Vec3
Return Type:
Vec3
Sets the delta movement of the entity. // Animal.deltaMovement = (deltaMovement as Vec3 ); myAnimal . 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.
// Animal.deltaMovement() as Vec3 ; myAnimal . deltaMovement();
Return Type:
Vec3
Sets the delta movement of the entity. // Animal.deltaMovement(deltaMovement as Vec3 ); myAnimal . deltaMovement(myVec3);
Parameters:
deltaMovement: Vec3
Type: Vec3
- The delta movement to set. Kills this entity. myAnimal . die(myDamageSource);
Gets the dimension changing delay of the entity. // Animal.dimensionChangingDelay as int
myAnimal . dimensionChangingDelay
Return Type:
int
Gets the dimension changing delay of the entity. Returns : The dimension changing delay of the entity.
// Animal.dimensionChangingDelay() as int;
myAnimal . 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. // Animal.dismountsUnderwater as bool
myAnimal . dismountsUnderwater
Return Type:
bool
Checks if the entity dismounts underwater. Returns : true if the entity dismounts underwater.
// Animal.dismountsUnderwater() as bool;
myAnimal . 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.
// Animal.distanceTo(entity as Entity ) as float; myAnimal . 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.
// Animal.distanceToSqr(x as double, y as double, z as double) as double;
myAnimal . 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.
// Animal.distanceToSqr(entity as Entity ) as double; myAnimal . 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.
// Animal.distanceToSqr(vec as Vec3 ) as double; myAnimal . distanceToSqr(myVec3);
Parameters:
vec: Vec3
Type: Vec3
- The vector to get the squared distance to.
Return Type:
double
// Animal.doHurtTarget(entity as Entity ) as bool; myAnimal . doHurtTarget(myEntity);
Return Type:
bool
Drops the leash for the mob. // Animal.dropLeash(broadcastPacket as bool, dropLeash as bool);
myAnimal . dropLeash(myBool, myBool);
Parameters:
broadcastPacket: bool
Type: bool
- Whether to broadcast a packet to the client.
dropLeash: bool
Type: bool
- Whether to drop the leash item.
Eats an item. Returns : The item that the entity ate.
myAnimal . eat(myLevel, myItemStack);
Parameters:
level: Level
Type: Level
- The level that the entity is in.
Return Type:
ItemStack
Ejects the passengers of the entity. // Animal.ejectPassengers();
myAnimal . ejectPassengers();
Equips the mob with the given item if possible. Returns : The item that was equipped.
myAnimal . equipItemIfPossible(myItemStack);
Return Type:
ItemStack
Gets the eye height of the entity. // Animal.eyeHeight as float
Return Type:
float
Gets the eye height of the entity. Returns : The eye height of the entity.
// Animal.eyeHeight() as float;
Return Type:
float
Gets the eye position of the entity. // Animal.eyePosition as Vec3
Return Type:
Vec3
Gets the eye position of the entity. Returns : The eye position of the entity.
// Animal.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.
// Animal.eyeY() as double;
Return Type:
double
Gets the ticks that the entity has been flying with an elytra. // Animal.fallFlyingTicks as int
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.
// Animal.fallFlyingTicks() as int;
myAnimal . fallFlyingTicks();
Return Type:
int
Finalizes the spawning of a child from the breeding of this Animal and the given Animal. myAnimal . finalizeSpawnChildFromBreeding(myServerLevel, myAnimal, myAgeableMob);
Parameters:
otherParent: Animal
Type: Animal
- The other Animal to mate with. Checks if the entity is fire immune. // Animal.fireImmune as bool
Return Type:
bool
Checks if the entity is fire immune. Returns : true if the entity is fire immune.
// Animal.fireImmune() as bool;
Return Type:
bool
Gets the remaining fire ticks of the entity. // Animal.fireTicks as int
Return Type:
int
Sets the remaining fire ticks of the entity. // Animal.fireTicks = (ticks as int);
myAnimal . 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. // Animal.fireTicks(ticks as int);
myAnimal . 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.
// Animal.fireTicks() as int;
Return Type:
int
Gets the first passenger of the entity. // Animal.firstPassenger as Entity
Return Type:
Entity
Gets the first passenger of the entity. Returns : The first passenger of the entity.
// Animal.firstPassenger() as Entity ; myAnimal . firstPassenger();
Return Type:
Entity
Gets the fluid jump threshold of the entity. // Animal.fluidJumpThreshold as double
myAnimal . fluidJumpThreshold
Return Type:
double
Gets the fluid jump threshold of the entity. Returns : The fluid jump threshold of the entity.
// Animal.fluidJumpThreshold() as double;
myAnimal . fluidJumpThreshold();
Return Type:
double
Forces this entity to have a specific effect, this does not force effects that can't affect this entity. myAnimal . forceAddEffect(myMobEffectInstance, myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity that is the source of the effect. Gets the forward vector of the entity. // Animal.forward as Vec3
Return Type:
Vec3
Gets the forward vector of the entity. Returns : The forward vector of the entity.
// Animal.forward() as Vec3 ;
Return Type:
Vec3
myAnimal . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// Animal.getAttachmentData<T>(type as Supplier< AttachmentType <T>>) as T; myAnimal . getAttachmentData < T>(mySupplier);
Return Type:
T
Gets the attribute for this entity. Returns : The attribute.
myAnimal . getAttribute(myAttribute);
Return Type:
AttributeInstance
Gets the base attribute value for this entity. Returns : The base attribute value.
// Animal.getAttributeBaseValue(attribute as Attribute ) as double; myAnimal . getAttributeBaseValue(myAttribute);
Return Type:
double
Gets the attribute value for this entity. Returns : The attribute value.
// Animal.getAttributeValue(attribute as Attribute ) as double; myAnimal . getAttributeValue(myAttribute);
Return Type:
double
Gets the eye position of the entity. Returns : The eye position of the entity.
// Animal.getEyePosition(partialTicks as float) as Vec3 ; myAnimal . 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.
myAnimal . getItemBySlot(myEquipmentSlot);
Return Type:
ItemStack
Gets the item in the entity's hand. Returns : The item in the hand.
myAnimal . getItemInHand(myInteractionHand);
Return Type:
ItemStack
Gets the position of the entity. Returns : The position of the entity.
// Animal.getPosition(partialTicks as float) as Vec3 ; myAnimal . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
- The partial ticks to get the position for.
Return Type:
Vec3
Gets the position that the mob is restricted to. myAnimal . getRestrictCenter
Return Type:
BlockPos
Gets the entity that the mob is leashed to. // Animal.getRestrictCenter as Entity myAnimal . getRestrictCenter
Return Type:
Entity
Gets the radius that the mob is restricted to. // Animal.getRestrictRadius as float
myAnimal . getRestrictRadius
Return Type:
float
Gets the swim amount. Returns : The swim amount.
// Animal.getSwimAmount(partialTicks as float) as float;
myAnimal . 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.
// Animal.getUpVector(partialTicks as float) as Vec3 ; myAnimal . 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.
// Animal.getViewVector(partialTicks as float) as Vec3 ; myAnimal . 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.
// Animal.getVisibilityPercent(lookingEntity as Entity ) as double; myAnimal . 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.
// Animal.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.
// Animal.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.
// Animal.getZ(scale as double) as double;
Parameters:
scale: double
Type: double
- The scale to get the z coordinate of the entity.
Return Type:
double
Gets this entity's held items.
Return Type:
Iterable <ItemStack >
Gets this entity's held items. Returns : An iterable of item stacks representing the held items.
// Animal.handSlots() as Iterable< ItemStack >;
Return Type:
Iterable <ItemStack >
myAnimal . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// Animal.hasAttachmentData<T>(type as Supplier< AttachmentType <T>>) as bool; myAnimal . hasAttachmentData < T>(mySupplier);
Return Type:
bool
Checks if the entity has a custom name. // Animal.hasCustomName as bool
Return Type:
bool
// Animal.hasCustomName as bool
Return Type:
bool
Checks if the entity has a custom name. Returns : true if the entity has a custom name.
// Animal.hasCustomName() as bool;
myAnimal . hasCustomName();
Return Type:
bool
// Animal.hasCustomName() as bool;
myAnimal . hasCustomName();
Return Type:
bool
Checks if this entity has a specific effect. Returns : True if this entity has the effect, false otherwise.
// Animal.hasEffect(effect as MobEffect ) as bool; myAnimal . hasEffect(myMobEffect);
Return Type:
bool
Checks if the entity has exactly one player passenger. // Animal.hasExactlyOnePlayerPassenger as bool
myAnimal . hasExactlyOnePlayerPassenger
Return Type:
bool
Checks if the entity has exactly one player passenger. Returns : true if the entity has exactly one player passenger.
// Animal.hasExactlyOnePlayerPassenger() as bool;
myAnimal . hasExactlyOnePlayerPassenger();
Return Type:
bool
Checks if the entity is currently glowing. // Animal.hasGlowingTag as bool
Return Type:
bool
Checks if the entity is currently glowing. Returns : true if the entity is currently glowing.
// Animal.hasGlowingTag() as bool;
myAnimal . hasGlowingTag();
Return Type:
bool
Checks if the entity has an indirect passenger. Returns : true if the entity has an indirect passenger.
// Animal.hasIndirectPassenger(entity as Entity ) as bool; myAnimal . 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.
myAnimal . 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.
// Animal.hasLineOfSight(entity as Entity ) as bool; myAnimal . 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.
// Animal.hasPassenger(entity as Entity ) as bool; myAnimal . 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.
// Animal.hasPassenger(predicate as function(t as Entity ) as bool) as bool; myAnimal . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
- The predicate to check.
Return Type:
bool
Checks if the mob has a restriction. // Animal.hasRestriction as bool
Return Type:
bool
Heals this entity. // Animal.heal(amount as float);
Parameters:
amount: float
Type: float
- The amount to heal.
Gets the health of this entity. // Animal.health as float
Return Type:
float
Gets the health of this entity. Returns : The health of this entity.
// Animal.health() as float;
Return Type:
float
Hurts the entity with the given DamageSource
and amount. Returns : true if the entity was hurt.
// Animal.hurt(source as DamageSource , amount as float) as bool; myAnimal . 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
Gets the time in ticks this Animal has been in love. // Animal.inLoveTime as int
Return Type:
int
Sets the time in ticks this Animal has been in love. // Animal.inLoveTime = (inLove as int);
myAnimal . inLoveTime = myInt;
Parameters:
inLove: int
Type: int
- The time in ticks this Animal has been in love.
Checks if the entity is affected by potions, entities such as armor stands are not affected by potions. // Animal.isAffectedByPotions as bool
myAnimal . 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.
// Animal.isAffectedByPotions() as bool;
myAnimal . isAffectedByPotions();
Return Type:
bool
Checks if the entity is alive. // Animal.isAlive as bool
Return Type:
bool
Checks if the entity is alive. Returns : true if the entity is alive.
// Animal.isAlive() as bool;
Return Type:
bool
Checks if the entity is always ticking. // Animal.isAlwaysTicking as bool
Return Type:
bool
Checks if the entity is always ticking. Returns : true if the entity is always ticking.
// Animal.isAlwaysTicking() as bool;
myAnimal . isAlwaysTicking();
Return Type:
bool
Checks if the entity is attackable. // Animal.isAttackable as bool
Return Type:
bool
Checks if the entity is attackable. Returns : true if the entity is attackable.
// Animal.isAttackable() as bool;
Return Type:
bool
Checks if this entity is performing an auto spin attack. // Animal.isAutoSpinAttack as bool
myAnimal . 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.
// Animal.isAutoSpinAttack() as bool;
myAnimal . isAutoSpinAttack();
Return Type:
bool
Checks if this entity is a baby.
Return Type:
bool
Checks if this entity is a baby. Returns : True if the entity is a baby, false otherwise.
// Animal.isBaby() as bool;
Return Type:
bool
Checks if the entity is blocking. // Animal.isBlocking as bool
Return Type:
bool
Checks if the entity is blocking. Returns : True if the entity is blocking, false otherwise.
// Animal.isBlocking() 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.
myAnimal . isColliding(myBlockPos, myBlockState);
Return Type:
bool
Checks if the entity is crouching. // Animal.isCrouching as bool
Return Type:
bool
Checks if the entity is crouching. Returns : true if the entity is crouching.
// Animal.isCrouching() as bool;
Return Type:
bool
Checks if the entity is currently glowing. // Animal.isCurrentlyGlowing as bool
myAnimal . isCurrentlyGlowing
Return Type:
bool
Checks if the entity is currently glowing. // Animal.isCurrentlyGlowing as bool
myAnimal . isCurrentlyGlowing
Return Type:
bool
Checks if the entity is currently glowing. Returns : True if the entity is currently glowing, false otherwise.
// Animal.isCurrentlyGlowing() as bool;
myAnimal . isCurrentlyGlowing();
Return Type:
bool
Checks if the entity is currently glowing. Returns : true if the entity is currently glowing.
// Animal.isCurrentlyGlowing() as bool;
myAnimal . isCurrentlyGlowing();
Return Type:
bool
Checks if the custom name of the entity is visible. // Animal.isCustomNameVisible as bool
myAnimal . isCustomNameVisible
Return Type:
bool
Checks if the custom name of the entity is visible. Returns : true if the custom name is visible.
// Animal.isCustomNameVisible() as bool;
myAnimal . 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.
// Animal.isDamageSourceBlocked(source as DamageSource ) as bool; myAnimal . isDamageSourceBlocked(myDamageSource);
Return Type:
bool
Checks if this entity is dead or dying. // Animal.isDeadOrDying as bool
Return Type:
bool
Checks if this entity is dead or dying. Returns : True if this entity is dead or dying, false otherwise.
// Animal.isDeadOrDying() as bool;
myAnimal . isDeadOrDying();
Return Type:
bool
Checks if the entity is descending. // Animal.isDescending as bool
Return Type:
bool
Checks if the entity is descending. Returns : true if the entity is descending.
// Animal.isDescending() as bool;
Return Type:
bool
Checks if the entity is being discrete. // Animal.isDiscrete as bool
Return Type:
bool
Checks if the entity is being discrete. Returns : true if the entity is being discrete.
// Animal.isDiscrete() as bool;
Return Type:
bool
Checks if the entity is flying with an elytra. // Animal.isFallFlying as bool
Return Type:
bool
Checks if the entity is flying with an elytra. Returns : True if the entity is flying with an elytra, false otherwise.
// Animal.isFallFlying() as bool;
Return Type:
bool
Checks if this Animal can eat the ItemStack
. Returns : True if this Animal can eat the ItemStack
, false otherwise.
// Animal.isFood(stack as ItemStack ) as bool; myAnimal . isFood(myItemStack);
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.
// Animal.isFree(x as double, y as double, z as double) as bool;
myAnimal . 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. // Animal.isFullyFrozen as bool
Return Type:
bool
Checks if the entity is fully frozen. Returns : true if the entity is fully frozen.
// Animal.isFullyFrozen() as bool;
myAnimal . 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.
myAnimal . 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.
// Animal.isHolding(predicate as function(t as ItemStack ) as bool) as bool; myAnimal . 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. // Animal.isInLava as bool
Return Type:
bool
Checks if the entity is in lava. Returns : true if the entity is in lava.
// Animal.isInLava() as bool;
Return Type:
bool
Checks if this Animal is in love. // Animal.isInLove as bool
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. // Animal.isInvertedHealAndHarm as bool
myAnimal . 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.
// Animal.isInvertedHealAndHarm() as bool;
myAnimal . isInvertedHealAndHarm();
Return Type:
bool
Checks if the entity is invisible. // Animal.isInvisible as bool
Return Type:
bool
Checks if the entity is invisible. Returns : true if the entity is invisible.
// Animal.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.
// Animal.isInvisibleTo(player as Player ) as bool; myAnimal . isInvisibleTo(myPlayer);
Return Type:
bool
Checks if the entity is invulnerable. // Animal.isInvulnerable as bool
Return Type:
bool
Checks if the entity is invulnerable. Returns : true if the entity is invulnerable.
// Animal.isInvulnerable() as bool;
myAnimal . 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.
myAnimal . isInvulnerableTo(myDamageSource);
Return Type:
bool
Checks if the entity is in a wall. // Animal.isInWall as bool
Return Type:
bool
Checks if the entity is in a wall. Returns : true if the entity is in a wall.
// Animal.isInWall() as bool;
Return Type:
bool
Checks if the entity is in water. // Animal.isInWater as bool
Return Type:
bool
Checks if the entity is in water. Returns : true if the entity is in water.
// Animal.isInWater() as bool;
Return Type:
bool
Checks if the entity is in water or a bubble column. // Animal.isInWaterOrBubble as bool
myAnimal . 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.
// Animal.isInWaterOrBubble() as bool;
myAnimal . isInWaterOrBubble();
Return Type:
bool
Checks if the entity is in water or rain. // Animal.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.
// Animal.isInWaterOrRain() as bool;
myAnimal . isInWaterOrRain();
Return Type:
bool
Checks if the entity is in water or rain or a bubble column. // Animal.isInWaterRainOrBubble as bool
myAnimal . 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.
// Animal.isInWaterRainOrBubble() as bool;
myAnimal . isInWaterRainOrBubble();
Return Type:
bool
Checks if the mob's maximum group size is reached. This is mainly used by fish when they are spawned naturally. Returns : Whether the mob's maximum group size is reached.
// Animal.isMaxGroupSizeReached(size as int) as bool;
myAnimal . isMaxGroupSizeReached(myInt);
Parameters:
size: int
Type: int
- The size to check.
Return Type:
bool
Checks if the entity has no gravity. // Animal.isNoGravity as bool
Return Type:
bool
Checks if the entity has no gravity. Returns : true if the entity has no gravity.
// Animal.isNoGravity() as bool;
Return Type:
bool
Checks if the entity is on fire. // Animal.isOnFire as bool
Return Type:
bool
Checks if the entity is on fire. Returns : true if the entity is on fire.
// Animal.isOnFire() as bool;
Return Type:
bool
Checks if the entity is on portal cooldown. // Animal.isOnPortalCooldown as bool
myAnimal . isOnPortalCooldown
Return Type:
bool
Checks if the entity is on portal cooldown. Returns : true if the entity is on portal cooldown.
// Animal.isOnPortalCooldown() as bool;
myAnimal . isOnPortalCooldown();
Return Type:
bool
Checks if the entity is a passenger. // Animal.isPassenger as bool
Return Type:
bool
Checks if the entity is a passenger. Returns : true if the entity is a passenger.
// Animal.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.
// Animal.isPassengerOfSameVehicle(entity as Entity ) as bool; myAnimal . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
Checks if the mob should persist in the world. // Animal.isPersistenceRequired as bool
myAnimal . isPersistenceRequired
Return Type:
bool
Checks if the entity is pickable. // Animal.isPickable as bool
Return Type:
bool
Checks if the entity is pickable. Returns : true if the entity is pickable.
// Animal.isPickable() as bool;
Return Type:
bool
Checks if the entity is pushable. // Animal.isPushable as bool
Return Type:
bool
Checks if the entity is pushable. Returns : true if the entity is pushable.
// Animal.isPushable() as bool;
Return Type:
bool
Checks if the entity is pushed by fluid. // Animal.isPushedByFluid as bool
Return Type:
bool
Checks if the entity is pushed by fluid. Returns : true if the entity is pushed by fluid.
// Animal.isPushedByFluid() as bool;
myAnimal . isPushedByFluid();
Return Type:
bool
Checks if the entity has been removed. // Animal.isRemoved as bool
Return Type:
bool
Checks if the entity has been removed. Returns : Whether the entity has been removed.
// Animal.isRemoved() as bool;
Return Type:
bool
Checks if this entity is sensitive to water, meaning that it will take damage from being in water. // Animal.isSensitiveToWater as bool
myAnimal . 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.
// Animal.isSensitiveToWater() as bool;
myAnimal . isSensitiveToWater();
Return Type:
bool
Checks if the shift key is down. // Animal.isShiftKeyDown as bool
Return Type:
bool
Checks if the shift key is down. Returns : true if the shift key is down.
// Animal.isShiftKeyDown() as bool;
myAnimal . isShiftKeyDown();
Return Type:
bool
Checks if the entity is silent, meaning it won't play any sounds. // Animal.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.
// Animal.isSilent() as bool;
Return Type:
bool
Checks if the entity is sleeping. // Animal.isSleeping as bool
Return Type:
bool
Checks if the entity is sleeping. Returns : True if the entity is sleeping, false otherwise.
// Animal.isSleeping() as bool;
Return Type:
bool
Checks if the entity is a spectator. // Animal.isSpectator as bool
Return Type:
bool
Checks if the entity is a spectator. Returns : true if the entity is a spectator.
// Animal.isSpectator() as bool;
Return Type:
bool
Checks if the entity is sprinting. // Animal.isSprinting as bool
Return Type:
bool
Checks if the entity is sprinting. Returns : true if the entity is sprinting.
// Animal.isSprinting() as bool;
Return Type:
bool
Checks if the entity is stepping carefully. // Animal.isSteppingCarefully as bool
myAnimal . isSteppingCarefully
Return Type:
bool
Checks if the entity is stepping carefully. Returns : true if the entity is stepping carefully.
// Animal.isSteppingCarefully() as bool;
myAnimal . isSteppingCarefully();
Return Type:
bool
Checks if the entity is suppressing bounce. // Animal.isSuppressingBounce as bool
myAnimal . isSuppressingBounce
Return Type:
bool
Checks if the entity is suppressing bounce. Returns : true if the entity is suppressing bounce.
// Animal.isSuppressingBounce() as bool;
myAnimal . isSuppressingBounce();
Return Type:
bool
Checks if the entity is suppressing sliding down a ladder, such as sneaking while on a ladder. // Animal.isSuppressingSlidingDownLadder as bool
myAnimal . 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.
// Animal.isSuppressingSlidingDownLadder() as bool;
myAnimal . isSuppressingSlidingDownLadder();
Return Type:
bool
Checks if the entity is swimming. // Animal.isSwimming as bool
Return Type:
bool
Checks if the entity is swimming. Returns : true if the entity is swimming.
// Animal.isSwimming() as bool;
Return Type:
bool
Checks if the entity is underwater. // Animal.isUnderWater as bool
Return Type:
bool
Checks if the entity is underwater. Returns : true if the entity is underwater.
// Animal.isUnderWater() as bool;
Return Type:
bool
Checks if this entity is using an item. // Animal.isUsingItem as bool
Return Type:
bool
Checks if this entity is using an item. Returns : True if the entity is using an item, false otherwise.
// Animal.isUsingItem() as bool;
Return Type:
bool
Checks if the entity is a vehicle. // Animal.isVehicle as bool
Return Type:
bool
Checks if the entity is a vehicle. Returns : true if the entity is a vehicle.
// Animal.isVehicle() as bool;
Return Type:
bool
Checks if the entity is visually crawling. // Animal.isVisuallyCrawling as bool
myAnimal . isVisuallyCrawling
Return Type:
bool
Checks if the entity is visually crawling. Returns : true if the entity is visually crawling.
// Animal.isVisuallyCrawling() as bool;
myAnimal . isVisuallyCrawling();
Return Type:
bool
Checks if the entity is visually swimming. // Animal.isVisuallySwimming as bool
myAnimal . isVisuallySwimming
Return Type:
bool
Checks if the entity is visually swimming. // Animal.isVisuallySwimming as bool
myAnimal . isVisuallySwimming
Return Type:
bool
Checks if the entity is visually swimming. Returns : True if the entity is visually swimming, false otherwise.
// Animal.isVisuallySwimming() as bool;
myAnimal . isVisuallySwimming();
Return Type:
bool
Checks if the entity is visually swimming. Returns : true if the entity is visually swimming.
// Animal.isVisuallySwimming() as bool;
myAnimal . isVisuallySwimming();
Return Type:
bool
Checks if the mob is within melee attack range of the given LivingEntity
. Returns : Whether the mob is within melee attack range of the given entity.
// Animal.isWithinMeleeAttackRange(entity as LivingEntity ) as bool; myAnimal . isWithinMeleeAttackRange(myLivingEntity);
Return Type:
bool
Checks if the mob is within a restriction. // Animal.isWithinRestriction as bool
myAnimal . isWithinRestriction
Return Type:
bool
Checks if the mob is within a restriction. Returns : Whether the mob is within a restriction.
// Animal.isWithinRestriction(position as BlockPos ) as bool; myAnimal . isWithinRestriction(myBlockPos);
Return Type:
bool
Gets the jump boost power for this entity. // Animal.jumpBoostPower as double
Return Type:
double
Gets the jump boost power for this entity. Returns : The jump boost power.
// Animal.jumpBoostPower() as double;
myAnimal . 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.
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.
Return Type:
LivingEntity
Knocks back this entity. // Animal.knockback(x as double, y as double, z as double);
myAnimal . 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. myAnimal . lastClimbablePos
Return Type:
BlockPos
Gets the last climbable position for this entity. Returns : The last climbable position.
// Animal.lastClimbablePos() as BlockPos ; myAnimal . lastClimbablePos();
Return Type:
BlockPos
Gets the last damage source for this entity. myAnimal . lastDamageSource
Return Type:
DamageSource
Gets the last damage source for this entity. Returns : The last damage source.
myAnimal . lastDamageSource();
Return Type:
DamageSource
Gets the last entity that hurt this entity.
Return Type:
LivingEntity
Gets the last entity that hurt this entity. Returns : The last entity that hurt this entity.
myAnimal . lastHurtByMob();
Return Type:
LivingEntity
Gets the timestamp when this entity was last hurt by a mob. // Animal.lastHurtByMobTimestamp as int
myAnimal . 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.
// Animal.lastHurtByMobTimestamp() as int;
myAnimal . lastHurtByMobTimestamp();
Return Type:
int
Gets the last entity that this entity hurt.
Return Type:
LivingEntity
Gets the last entity that this entity hurt. Returns : The last entity that this entity hurt.
Return Type:
LivingEntity
Gets the timestamp when this entity last hurt a mob. // Animal.lastHurtMobTimestamp as int
myAnimal . lastHurtMobTimestamp
Return Type:
int
Gets the timestamp when this entity last hurt a mob. Returns : The timestamp when this entity last hurt a mob.
// Animal.lastHurtMobTimestamp() as int;
myAnimal . lastHurtMobTimestamp();
Return Type:
int
Causes the entity to take damage from lava.
Checks if the mob is leashed. // Animal.leashed as bool
Return Type:
bool
Checks if the mob is left-handed. // Animal.leftHanded as bool
Return Type:
bool
Sets whether the mob should be left-handed. // Animal.leftHanded = (value as bool);
myAnimal . leftHanded = myBool;
Parameters:
value: bool
Type: bool
- Whether the mob should be left-handed.
Gets the look angle of the entity. // Animal.lookAngle as Vec3
Return Type:
Vec3
Gets the look angle of the entity. Returns : The look angle of the entity.
// Animal.lookAngle() as Vec3 ;
Return Type:
Vec3
Makes the mob look at the given entity. // Animal.lookAt(entity as Entity , maxXRotIncrease as float, maxYRotIncrease as float); myAnimal . lookAt(myEntity, myFloat, myFloat);
Parameters:
maxXRotIncrease: float
Type: float
- The maximum rotation in the X direction.
maxYRotIncrease: float
Type: float
- The maximum rotation in the Y direction.
Gets the loot table for this entity. Returns : The loot table.
Return Type:
ResourceLocation
Gets the seed used when generating loot from this entity. // Animal.lootTableSeed as long
Return Type:
long
Gets the main arm for this entity.
Return Type:
HumanoidArm
Gets the main arm for this entity. Returns : The main arm.
Return Type:
HumanoidArm
Gets the main hand item for this entity.
Return Type:
ItemStack
Gets the main hand item for this entity. Returns : The main hand item.
Return Type:
ItemStack
Gets the maximum air supply of the entity. // Animal.maxAirSupply as int
Return Type:
int
Gets the maximum air supply of the entity. Returns : The maximum air supply of the entity.
// Animal.maxAirSupply() as int;
Return Type:
int
Gets the maximum fall distance of the entity. // Animal.maxFallDistance as int
Return Type:
int
Gets the maximum fall distance of the entity. Returns : The maximum fall distance of the entity.
// Animal.maxFallDistance() as int;
myAnimal . maxFallDistance();
Return Type:
int
Gets the maximum head rotation speed. // Animal.maxHeadRotSpeed as int
Return Type:
int
Gets the maximum head rotation in the X direction. // Animal.maxHeadXRot as int
Return Type:
int
Gets the maximum head rotation in the Y direction. // Animal.maxHeadYRot as int
Return Type:
int
Gets the maximum health for this entity. // Animal.maxHealth as float
Return Type:
float
Gets the maximum health for this entity. Returns : The maximum health.
// Animal.maxHealth() as float;
Return Type:
float
Gets the maximum spawn cluster size. // Animal.maxSpawnClusterSize as int
myAnimal . maxSpawnClusterSize
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.
myAnimal . motionDirection();
Return Type:
Direction
Moves the entity relative to its current position. // Animal.moveRelative(amount as float, relative as Vec3 ); myAnimal . 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. // Animal.moveTo(vec as Vec3 );
Parameters:
vec: Vec3
Type: Vec3
- The position to move the entity to. Moves the entity to the given position. // Animal.moveTo(x as double, y as double, z as double);
myAnimal . 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. // Animal.moveTo(pos as BlockPos , yaw as float, pitch as float); myAnimal . 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. // Animal.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myAnimal . moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
- 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. // Animal.noActionTime as int
Return Type:
int
Gets the time since this entity last performed an action. Returns : The time since this entity last performed an action.
// Animal.noActionTime() as int;
Return Type:
int
Checks if the mob has AI disabled.
Return Type:
bool
Sets whether the mob should have AI disabled. // Animal.noAi = (value as bool);
Parameters:
value: bool
Type: bool
- Whether the mob should have AI disabled.
Gets the offhand item for this entity.
Return Type:
ItemStack
Gets the offhand item for this entity. Returns : The offhand item.
Return Type:
ItemStack
Checks if the entity is on the ground. // Animal.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. // Animal.passengers as List< Entity >
Return Type:
List <Entity >
Gets the passengers of the entity. Returns : The passengers of the entity.
// Animal.passengers() as List< Entity >;
Return Type:
List <Entity >
Gets the percent the entity is frozen. // Animal.percentFrozen as float
Return Type:
float
Gets the percent the entity is frozen. Returns : The percent the entity is frozen.
// Animal.percentFrozen() as float;
myAnimal . percentFrozen();
Return Type:
float
Gets the piston push reaction of the entity. myAnimal . pistonPushReaction
Return Type:
PushReaction
Gets the piston push reaction of the entity. Returns : The piston push reaction of the entity.
myAnimal . pistonPushReaction();
Return Type:
PushReaction
Plays the ambient sound for this mob. // Animal.playAmbientSound();
myAnimal . playAmbientSound();
Plays a sound at the entity's location. // Animal.playSound(sound as SoundEvent , volume as float, pitch as float); myAnimal . 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. // Animal.position as Vec3
Return Type:
Vec3
Gets the position of the entity. Returns : The position of the entity.
// Animal.position() as Vec3 ;
Return Type:
Vec3
Positions the rider of the entity. // Animal.positionRider(entity as Entity ); myAnimal . 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. Returns : The registry name of the entity.
Return Type:
ResourceLocation
Releases the item that the entity is using. // Animal.releaseUsingItem();
myAnimal . releaseUsingItem();
Removes all effects from this entity. Returns : True if all effects were removed, false otherwise.
// Animal.removeAllEffects() as bool;
myAnimal . removeAllEffects();
Return Type:
bool
Removes an effect from this entity. Returns : True if the effect was removed, false otherwise.
// Animal.removeEffect(effect as MobEffect ) as bool; myAnimal . removeEffect(myMobEffect);
Return Type:
bool
Removes an effect from this entity without causing an update. Returns : The removed effect.
myAnimal . removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
Removes a tag from the entity. Returns : true if the tag was removed.
// Animal.removeTag(tagName as string) as bool;
myAnimal . removeTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to remove.
Return Type:
bool
Removes the vehicle of the entity. // Animal.removeVehicle();
myAnimal . removeVehicle();
Resets this Animal's love status.
Restricts the mob to the given position and radius. // Animal.restrictTo(restrictCenter as BlockPos , restrictRadius as int); myAnimal . restrictTo(myBlockPos, myInt);
Parameters:
restrictRadius: int
Type: int
- The radius to restrict the mob to.
Gets the root vehicle of the entity. // Animal.rootVehicle as Entity
Return Type:
Entity
Gets the root vehicle of the entity. Returns : The root vehicle of the entity.
// Animal.rootVehicle() as Entity ;
Return Type:
Entity
Gets this entity's scale.
Return Type:
float
Gets this entity's scale. Returns : The scale of the entity.
// Animal.scale() as float;
Return Type:
float
Sends a message to the command source. // Animal.sendMessage(component as Component ); myAnimal . sendMessage(myComponent);
Sets the absorption amount for this entity. // Animal.setAbsorptionAmount(absorption as float);
myAnimal . setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
- The absorption amount to set.
Sets the air supply of the entity. // Animal.setAirSupply(air as int);
myAnimal . setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity.
Sets how many arrows are currently in this entity. // Animal.setArrowCount(count as int);
myAnimal . setArrowCount(myInt);
Parameters:
count: int
Type: int
- The number of arrows to set.
// Animal.setAttachmentData<T>(type as AttachmentType <T>, data as T) as T?; myAnimal . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// Animal.setAttachmentData<T>(type as Supplier< AttachmentType <T>>, data as T) as T?; myAnimal . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
Sets the custom name of the entity. myAnimal . setCustomName(myComponent);
Sets the custom name visible state of the entity. // Animal.setCustomNameVisible(visible as bool);
myAnimal . setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible.
Sets the delta movement of the entity. // Animal.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myAnimal . 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. // Animal.setDiscardFriction(discardFriction as bool);
myAnimal . setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
- True if this entity should discard friction, false otherwise.
Sets the drop chance for the given EquipmentSlot
. myAnimal . setDropChance(myEquipmentSlot, myFloat);
Parameters:
chance: float
Type: float
- The chance to drop the item.
Makes the entity glow. // Animal.setGlowingTag(glowing as bool);
myAnimal . setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
- true if the entity should be glowing.
Sets that the item in the given EquipmentSlot
should always drop when it is killed. myAnimal . setGuaranteedDrop(myEquipmentSlot);
Sets the health of this entity. // Animal.setHealth(health as float);
myAnimal . setHealth(myFloat);
Parameters:
health: float
Type: float
- The health to set.
Sets this Animal in love, with the given Player
as the cause. // Animal.setInLove(loveCause as Player = null); myAnimal . setInLove(myPlayer);
Parameters:
loveCause: Player
(optional) Type: Player
- The Player
that caused this Animal to fall in love.
Default Value: null
Sets the invisible state of the entity. // Animal.setInvisible(invisible as bool);
myAnimal . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible.
Sets the invulnerable state of the entity. // Animal.setInvulnerable(invulnerable as bool);
myAnimal . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable.
Sets whether the entity is in powder snow. // Animal.setIsInPowderSnow(inPowderSnow as bool);
myAnimal . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow.
Sets the item in the entity's hand. myAnimal . setItemInHand(myInteractionHand, myItemStack);
Sets the item in a specific equipment slot. myAnimal . setItemSlot(myEquipmentSlot, myItemStack);
Sets whether this entity is jumping. // Animal.setJumping(jumping as bool);
myAnimal . setJumping(myBool);
Parameters:
jumping: bool
Type: bool
- True if the entity should jump, false otherwise.
Sets the last entity that hurt this entity. myAnimal . setLastHurtByMob(myLivingEntity);
Sets the last entity that hurt this entity. // Animal.setLastHurtByPlayer(player as Player ); myAnimal . setLastHurtByPlayer(myPlayer);
Parameters:
player: Player
Type: Player
- The player that hurt this entity. Sets the last entity that this entity hurt. // Animal.setLastHurtMob(entity as Entity ); myAnimal . setLastHurtMob(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity that this entity hurt. Sets the entity that the mob is leashed to. // Animal.setLeashedTo(leashHolder as Entity , broadcastPacket as bool); myAnimal . setLeashedTo(myEntity, myBool);
Parameters:
leashHolder: Entity
Type: Entity
- The entity that the mob is leashed to. broadcastPacket: bool
Type: bool
- Whether to broadcast a packet to the client.
Sets the time since this entity last performed an action. // Animal.setNoActionTime(idleTime as int);
myAnimal . setNoActionTime(myInt);
Parameters:
idleTime: int
Type: int
- The time since this entity last performed an action.
Sets if the entity has no gravity. // Animal.setNoGravity(noGravity as bool);
myAnimal . 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. // Animal.setOldPosAndRot();
myAnimal . setOldPosAndRot();
Sets if the entity is on the ground. // Animal.setOnGround(onGround as bool);
myAnimal . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
- The on ground state to set the entity to.
Sets that this mob should persist in the world. // Animal.setPersistenceRequired();
myAnimal . setPersistenceRequired();
Sets the portal cooldown of the entity. // Animal.setPortalCooldown();
myAnimal . setPortalCooldown();
Sets the position of the entity. // Animal.setPos(position as Vec3 );
Parameters:
position: Vec3
Type: Vec3
- The position to set the entity to. Sets the position of the entity. // Animal.setPos(x as double, y as double, z as double);
myAnimal . 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. // Animal.setPosRaw(x as double, y as double, z as double);
myAnimal . 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 . myAnimal . setRemoved(myRemovalReason);
Sets the shift key down state of the entity. // Animal.setShiftKeyDown(keyDown as bool);
myAnimal . setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down.
Sets if the entity is silent. // Animal.setSilent(silent as bool);
myAnimal . setSilent(myBool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to.
Sets the position that the entity is sleeping at. // Animal.setSleepingPos(pos as BlockPos ); myAnimal . setSleepingPos(myBlockPos);
Sets the movement speed of this entity. // Animal.setSpeed(speed as float);
myAnimal . setSpeed(myFloat);
Parameters:
speed: float
Type: float
- The movement speed to set.
Sets the sprinting state of the entity. // Animal.setSprinting(sprinting as bool);
myAnimal . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting.
Sets how many stingers are currently in this entity. // Animal.setStingerCount(count as int);
myAnimal . setStingerCount(myInt);
Parameters:
count: int
Type: int
- The number of stingers to set.
Sets the swimming state of the entity. // Animal.setSwimming(swimming as bool);
myAnimal . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming.
Sets the number of ticks the entity has been frozen. // Animal.setTicksFrozen(ticks as int);
myAnimal . setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen.
Checks if the entity should be saved. // Animal.shouldBeSaved as bool
Return Type:
bool
Checks if the entity should be saved. Returns : true if the entity should be saved.
// Animal.shouldBeSaved() as bool;
myAnimal . shouldBeSaved();
Return Type:
bool
Checks if this entity should discard friction. // Animal.shouldDiscardFriction as bool
myAnimal . shouldDiscardFriction
Return Type:
bool
Checks if this entity should discard friction. Returns : True if this entity should discard friction, false otherwise.
// Animal.shouldDiscardFriction() as bool;
myAnimal . shouldDiscardFriction();
Return Type:
bool
Checks if the commands from this source should inform admins. // Animal.shouldInformAdmins as bool
myAnimal . 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.
// Animal.shouldInformAdmins() as bool;
myAnimal . shouldInformAdmins();
Return Type:
bool
Checks if the entity should show its name. // Animal.shouldShowName as bool
Return Type:
bool
Checks if the entity should show its name. Returns : true if the entity should show its name.
// Animal.shouldShowName() as bool;
myAnimal . shouldShowName();
Return Type:
bool
Checks if the entity should show vehicle health. // Animal.showVehicleHealth as bool
myAnimal . showVehicleHealth
Return Type:
bool
Checks if the entity should show vehicle health. Returns : true if the entity should show vehicle health.
// Animal.showVehicleHealth() as bool;
myAnimal . showVehicleHealth();
Return Type:
bool
Gets the position that the entity is sleeping at.
Return Type:
BlockPos
Gets the position that the entity is sleeping at. Returns : The position that the entity is sleeping at.
Return Type:
BlockPos
Spawns a child from the breeding of this Animal and the given Animal. myAnimal . spawnChildFromBreeding(myServerLevel, myAnimal);
Parameters:
otherParent: Animal
Type: Animal
- The other Animal to mate with. Gets the movement speed of this entity.
Return Type:
float
Gets the movement speed of this entity. Returns : The movement speed of the entity.
// Animal.speed() as float;
Return Type:
float
Starts riding the given entity. Returns : true if the entity started riding.
// Animal.startRiding(entity as Entity ) as bool; myAnimal . startRiding(myEntity);
Return Type:
bool
Starts riding the given entity. Returns : true if the entity started riding.
// Animal.startRiding(entity as Entity , force as bool) as bool; myAnimal . 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. // Animal.startSleeping(pos as BlockPos ); myAnimal . startSleeping(myBlockPos);
Starts using an item. myAnimal . startUsingItem(myInteractionHand);
Gets how many stingers are currently in this entity. // Animal.stingerCount as int
Return Type:
int
Gets how many stingers are currently in this entity. Returns : The stinger count.
// Animal.stingerCount() as int;
Return Type:
int
Stops the entity from sleeping. // Animal.stopSleeping();
Stops using an item. // Animal.stopUsingItem();
myAnimal . stopUsingItem();
Gets the UUID of the entity as a string. // Animal.stringUUID as string
Return Type:
string
Gets the UUID of the entity as a string. Returns : The UUID of the entity as a string.
// Animal.stringUUID() as string;
Return Type:
string
Swings the entity's main hand. myAnimal . swing(myInteractionHand);
Swings the entity's main hand. myAnimal . 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. // Animal.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.
// Animal.tags() as Set<string>;
Return Type:
Set <string >
Gets the current target, or null if not targeting anything.
Return Type:
LivingEntity
Sets the target of the mob. myAnimal . target = myLivingEntity;
Gets the team color of the entity. // Animal.teamColor as int
Return Type:
int
Gets the team color of the entity. Returns : The team color of the entity.
// Animal.teamColor() as int;
Return Type:
int
Teleports the entity to the given position. // Animal.teleportTo(x as double, y as double, z as double);
myAnimal . 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. // Animal.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.
// Animal.ticksFrozen() as int;
Return Type:
int
Gets the number of ticks required to freeze the entity. // Animal.ticksRequiredToFreeze as int
myAnimal . ticksRequiredToFreeze
Return Type:
int
Gets the number of ticks required to freeze the entity. Returns : The number of ticks required to freeze the entity.
// Animal.ticksRequiredToFreeze() as int;
myAnimal . ticksRequiredToFreeze();
Return Type:
int
Gets how long the entity has been using an item. // Animal.ticksUsingItem as int
Return Type:
int
Gets how long the entity has been using an item. Returns : The ticks that the entity has been using an item.
// Animal.ticksUsingItem() as int;
myAnimal . ticksUsingItem();
Return Type:
int
Moves this entity towards the given location. // Animal.travel(vec as Vec3 );
Parameters:
vec: Vec3
Type: Vec3
- The direction to move in. Turns the entity. // Animal.turn(yaw as double, pitch as double);
myAnimal . 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. // Animal.updateCustomData(data as MapData ); myAnimal . updateCustomData({custom: "data" });
myAnimal . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // Animal.updateData(data as MapData ); myAnimal . updateData({key: "value" });
Gets the hand that the entity is using an item with.
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.
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.
Return Type:
ItemStack
Gets the remaining ticks left of the use duration of the item that is being used. // Animal.useItemRemainingTicks as int
myAnimal . 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.
// Animal.useItemRemainingTicks() as int;
myAnimal . useItemRemainingTicks();
Return Type:
int
Gets the UUID of the entity.
Return Type:
UUID
Gets the UUID of the entity. Returns : The UUID of the entity.
// Animal.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.
// Animal.vehicle() as Entity ;
Return Type:
Entity
Gets the voice pitch for this entity. // Animal.voicePitch as float
Return Type:
float
Gets the voice pitch for this entity. Returns : The voice pitch.
// Animal.voicePitch() as float;
Return Type:
float
Checks if the mob wants to pick up the given item. Returns : Whether the mob wants to pick up the item.
// Animal.wantsToPickUp(stack as ItemStack ) as bool; myAnimal . wantsToPickUp(myItemStack);
Return Type:
bool
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