LightningBolt
Importing the class
If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at the top of the file.
import crafttweaker.api.entity.type.misc.LightningBolt;
Extends
LightningBolt extends Entity
.
Implements
LightningBolt
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
SyncedDataHolder
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
Members
// LightningBolt.acceptsFailure as boolmyLightningBolt.acceptsFailure
Return Type:
bool
Returns: True if the commands from this source should return failure messages, false otherwise.
// LightningBolt.acceptsFailure() as bool;myLightningBolt.acceptsFailure();
Return Type:
bool
// LightningBolt.acceptsSuccess as boolmyLightningBolt.acceptsSuccess
Return Type:
bool
Returns: True if the commands from this source should return successful messages, false otherwise.
// LightningBolt.acceptsSuccess() as bool;myLightningBolt.acceptsSuccess();
Return Type:
bool
Returns: true if the tag was added.
// LightningBolt.addTag(tagName as string) as bool;myLightningBolt.addTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to add.
Return Type:
bool
// LightningBolt.airSupply as intmyLightningBolt.airSupply
Return Type:
int
Returns: The current air supply of the entity.
// LightningBolt.airSupply() as int;myLightningBolt.airSupply();
Return Type:
int
// LightningBolt.alwaysAccepts as boolmyLightningBolt.alwaysAccepts
Return Type:
bool
Returns: True if the command source always accepts, false otherwise.
// LightningBolt.alwaysAccepts() as bool;myLightningBolt.alwaysAccepts();
Return Type:
bool
// LightningBolt.bbHeight as floatmyLightningBolt.bbHeight
Return Type:
float
Returns: The height of the bounding box of the entity.
// LightningBolt.bbHeight() as float;myLightningBolt.bbHeight();
Return Type:
float
// LightningBolt.bbWidth as floatmyLightningBolt.bbWidth
Return Type:
float
Returns: The width of the bounding box of the entity.
// LightningBolt.bbWidth() as float;myLightningBolt.bbWidth();
Return Type:
float
// LightningBolt.blocksSetOnFire as intmyLightningBolt.blocksSetOnFire
Return Type:
int
Returns: The number of blocks that will be set on fire by the lightning bolt.
// LightningBolt.blocksSetOnFire() as int;myLightningBolt.blocksSetOnFire();
Return Type:
int
// LightningBolt.blockX as intmyLightningBolt.blockX
Return Type:
int
Returns: The x coordinate of the entity.
// LightningBolt.blockX() as int;myLightningBolt.blockX();
Return Type:
int
// LightningBolt.blockY as intmyLightningBolt.blockY
Return Type:
int
Returns: The y coordinate of the entity.
// LightningBolt.blockY() as int;myLightningBolt.blockY();
Return Type:
int
// LightningBolt.blockZ as intmyLightningBolt.blockZ
Return Type:
int
Returns: The z coordinate of the entity.
// LightningBolt.blockZ() as int;myLightningBolt.blockZ();
Return Type:
int
// LightningBolt.canBeCollidedWith as boolmyLightningBolt.canBeCollidedWith
Return Type:
bool
Returns: true if the entity can be collided with.
// LightningBolt.canBeCollidedWith() as bool;myLightningBolt.canBeCollidedWith();
Return Type:
bool
Returns: true if the entity can collide with the given entity.
myLightningBolt.canCollideWith(myEntity);
Return Type:
bool
// LightningBolt.canFreeze as boolmyLightningBolt.canFreeze
Return Type:
bool
Returns: Whether the entity can freeze.
// LightningBolt.canFreeze() as bool;myLightningBolt.canFreeze();
Return Type:
bool
// LightningBolt.cause as ServerPlayermyLightningBolt.cause
Return Type:
ServerPlayer
Returns: The cause of the lightning bolt.
myLightningBolt.cause();
Return Type:
ServerPlayer
// LightningBolt.clearFire();myLightningBolt.clearFire();
Returns: true if the entity is closer than the given distance to the other entity.
myLightningBolt.closerThan(myEntity, myDouble);
Parameters:
Return Type:
bool
net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag.// LightningBolt.dampensVibrations as boolmyLightningBolt.dampensVibrations
Return Type:
bool
net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag.Returns: true if the entity dampens vibrations.
// LightningBolt.dampensVibrations() as bool;myLightningBolt.dampensVibrations();
Return Type:
bool
// LightningBolt.dimensionChangingDelay as intmyLightningBolt.dimensionChangingDelay
Return Type:
int
Returns: The dimension changing delay of the entity.
// LightningBolt.dimensionChangingDelay() as int;myLightningBolt.dimensionChangingDelay();
Return Type:
int
// LightningBolt.discard();myLightningBolt.discard();
// LightningBolt.dismountsUnderwater as boolmyLightningBolt.dismountsUnderwater
Return Type:
bool
Returns: true if the entity dismounts underwater.
// LightningBolt.dismountsUnderwater() as bool;myLightningBolt.dismountsUnderwater();
Return Type:
bool
Returns: The squared distance to the given position.
// LightningBolt.distanceToSqr(x as double, y as double, z as double) as double;myLightningBolt.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
Returns: The squared distance to the given entity.
myLightningBolt.distanceToSqr(myEntity);
Return Type:
double
// LightningBolt.ejectPassengers();myLightningBolt.ejectPassengers();
// LightningBolt.eyeHeight as floatmyLightningBolt.eyeHeight
Return Type:
float
Returns: The eye height of the entity.
// LightningBolt.eyeHeight() as float;myLightningBolt.eyeHeight();
Return Type:
float
// LightningBolt.eyeY as doublemyLightningBolt.eyeY
Return Type:
double
Returns: The y coordinate of the entity's eyes.
// LightningBolt.eyeY() as double;myLightningBolt.eyeY();
Return Type:
double
// LightningBolt.fireImmune as boolmyLightningBolt.fireImmune
Return Type:
bool
Returns: true if the entity is fire immune.
// LightningBolt.fireImmune() as bool;myLightningBolt.fireImmune();
Return Type:
bool
// LightningBolt.fireTicks as intmyLightningBolt.fireTicks
Return Type:
int
// LightningBolt.fireTicks = (ticks as int);myLightningBolt.fireTicks = myInt;
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to. // LightningBolt.fireTicks(ticks as int);myLightningBolt.fireTicks(myInt);
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to. Returns: The remaining fire ticks of the entity.
// LightningBolt.fireTicks() as int;myLightningBolt.fireTicks();
Return Type:
int
// LightningBolt.fluidJumpThreshold as doublemyLightningBolt.fluidJumpThreshold
Return Type:
double
Returns: The fluid jump threshold of the entity.
// LightningBolt.fluidJumpThreshold() as double;myLightningBolt.fluidJumpThreshold();
Return Type:
double
myLightningBolt.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
myLightningBolt.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
Returns: The x coordinate of the entity.
// LightningBolt.getX(scale as double) as double;myLightningBolt.getX(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the x coordinate of the entity.
Return Type:
double
Returns: The y coordinate of the entity.
// LightningBolt.getY(scale as double) as double;myLightningBolt.getY(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the y coordinate of the entity.
Return Type:
double
Returns: The z coordinate of the entity.
// LightningBolt.getZ(scale as double) as double;myLightningBolt.getZ(myDouble);
Parameters:
scale: double
Type: double
- The scale to get the z coordinate of the entity.
Return Type:
double
myLightningBolt.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
myLightningBolt.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// LightningBolt.hasCustomName as boolmyLightningBolt.hasCustomName
Return Type:
bool
// LightningBolt.hasCustomName as boolmyLightningBolt.hasCustomName
Return Type:
bool
Returns: true if the entity has a custom name.
// LightningBolt.hasCustomName() as bool;myLightningBolt.hasCustomName();
Return Type:
bool
// LightningBolt.hasCustomName() as bool;myLightningBolt.hasCustomName();
Return Type:
bool
// LightningBolt.hasExactlyOnePlayerPassenger as boolmyLightningBolt.hasExactlyOnePlayerPassenger
Return Type:
bool
Returns: true if the entity has exactly one player passenger.
// LightningBolt.hasExactlyOnePlayerPassenger() as bool;myLightningBolt.hasExactlyOnePlayerPassenger();
Return Type:
bool
// LightningBolt.hasGlowingTag as boolmyLightningBolt.hasGlowingTag
Return Type:
bool
Returns: true if the entity is currently glowing.
// LightningBolt.hasGlowingTag() as bool;myLightningBolt.hasGlowingTag();
Return Type:
bool
Returns: true if the entity has an indirect passenger.
myLightningBolt.hasIndirectPassenger(myEntity);
Return Type:
bool
Returns: true if the entity has a passenger that matches the predicate.
myLightningBolt.hasPassenger(myPredicate);
Parameters:
Return Type:
bool
DamageSource
and amount.Returns: true if the entity was hurt.
myLightningBolt.hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
- The amount of damage to deal.
Return Type:
bool
// LightningBolt.id as intmyLightningBolt.id
Return Type:
int
Returns: The ID of the entity.
// LightningBolt.id() as int;myLightningBolt.id();
Return Type:
int
BlockState
that this entity is currently inside.// LightningBolt.inBlockState as BlockStatemyLightningBolt.inBlockState
Return Type:
BlockState
BlockState
that this entity is currently inside.Returns: The block state that this entity is currently inside
myLightningBolt.inBlockState();
Return Type:
BlockState
// LightningBolt.isAlive as boolmyLightningBolt.isAlive
Return Type:
bool
Returns: true if the entity is alive.
// LightningBolt.isAlive() as bool;myLightningBolt.isAlive();
Return Type:
bool
// LightningBolt.isAlwaysTicking as boolmyLightningBolt.isAlwaysTicking
Return Type:
bool
Returns: true if the entity is always ticking.
// LightningBolt.isAlwaysTicking() as bool;myLightningBolt.isAlwaysTicking();
Return Type:
bool
// LightningBolt.isAttackable as boolmyLightningBolt.isAttackable
Return Type:
bool
Returns: true if the entity is attackable.
// LightningBolt.isAttackable() as bool;myLightningBolt.isAttackable();
Return Type:
bool
BlockState
at the given BlockPos
.Returns: true if the entity is colliding with the block.
myLightningBolt.isColliding(myBlockPos, myBlockState);
Parameters:
Return Type:
bool
// LightningBolt.isCrouching as boolmyLightningBolt.isCrouching
Return Type:
bool
Returns: true if the entity is crouching.
// LightningBolt.isCrouching() as bool;myLightningBolt.isCrouching();
Return Type:
bool
// LightningBolt.isCurrentlyGlowing as boolmyLightningBolt.isCurrentlyGlowing
Return Type:
bool
Returns: true if the entity is currently glowing.
// LightningBolt.isCurrentlyGlowing() as bool;myLightningBolt.isCurrentlyGlowing();
Return Type:
bool
// LightningBolt.isCustomNameVisible as boolmyLightningBolt.isCustomNameVisible
Return Type:
bool
Returns: true if the custom name is visible.
// LightningBolt.isCustomNameVisible() as bool;myLightningBolt.isCustomNameVisible();
Return Type:
bool
// LightningBolt.isDescending as boolmyLightningBolt.isDescending
Return Type:
bool
Returns: true if the entity is descending.
// LightningBolt.isDescending() as bool;myLightningBolt.isDescending();
Return Type:
bool
// LightningBolt.isDiscrete as boolmyLightningBolt.isDiscrete
Return Type:
bool
Returns: true if the entity is being discrete.
// LightningBolt.isDiscrete() as bool;myLightningBolt.isDiscrete();
Return Type:
bool
Returns: true if the entity is free to move in the given position.
// LightningBolt.isFree(x as double, y as double, z as double) as bool;myLightningBolt.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
// LightningBolt.isFullyFrozen as boolmyLightningBolt.isFullyFrozen
Return Type:
bool
Returns: true if the entity is fully frozen.
// LightningBolt.isFullyFrozen() as bool;myLightningBolt.isFullyFrozen();
Return Type:
bool
// LightningBolt.isInLava as boolmyLightningBolt.isInLava
Return Type:
bool
Returns: true if the entity is in lava.
// LightningBolt.isInLava() as bool;myLightningBolt.isInLava();
Return Type:
bool
// LightningBolt.isInvisible as boolmyLightningBolt.isInvisible
Return Type:
bool
Returns: true if the entity is invisible.
// LightningBolt.isInvisible() as bool;myLightningBolt.isInvisible();
Return Type:
bool
// LightningBolt.isInvulnerable as boolmyLightningBolt.isInvulnerable
Return Type:
bool
Returns: true if the entity is invulnerable.
// LightningBolt.isInvulnerable() as bool;myLightningBolt.isInvulnerable();
Return Type:
bool
DamageSource
.Returns: true if the entity is invulnerable to the damage source.
myLightningBolt.isInvulnerableTo(myDamageSource);
Parameters:
Return Type:
bool
// LightningBolt.isInWall as boolmyLightningBolt.isInWall
Return Type:
bool
Returns: true if the entity is in a wall.
// LightningBolt.isInWall() as bool;myLightningBolt.isInWall();
Return Type:
bool
// LightningBolt.isInWater as boolmyLightningBolt.isInWater
Return Type:
bool
Returns: true if the entity is in water.
// LightningBolt.isInWater() as bool;myLightningBolt.isInWater();
Return Type:
bool
// LightningBolt.isInWaterOrBubble as boolmyLightningBolt.isInWaterOrBubble
Return Type:
bool
Returns: true if the entity is in water or a bubble column.
// LightningBolt.isInWaterOrBubble() as bool;myLightningBolt.isInWaterOrBubble();
Return Type:
bool
// LightningBolt.isInWaterOrRain as boolmyLightningBolt.isInWaterOrRain
Return Type:
bool
Returns: true if the entity is in water or rain.
// LightningBolt.isInWaterOrRain() as bool;myLightningBolt.isInWaterOrRain();
Return Type:
bool
// LightningBolt.isInWaterRainOrBubble as boolmyLightningBolt.isInWaterRainOrBubble
Return Type:
bool
Returns: true if the entity is in water or rain or a bubble column.
// LightningBolt.isInWaterRainOrBubble() as bool;myLightningBolt.isInWaterRainOrBubble();
Return Type:
bool
// LightningBolt.isNoGravity as boolmyLightningBolt.isNoGravity
Return Type:
bool
Returns: true if the entity has no gravity.
// LightningBolt.isNoGravity() as bool;myLightningBolt.isNoGravity();
Return Type:
bool
// LightningBolt.isOnFire as boolmyLightningBolt.isOnFire
Return Type:
bool
Returns: true if the entity is on fire.
// LightningBolt.isOnFire() as bool;myLightningBolt.isOnFire();
Return Type:
bool
// LightningBolt.isOnPortalCooldown as boolmyLightningBolt.isOnPortalCooldown
Return Type:
bool
Returns: true if the entity is on portal cooldown.
// LightningBolt.isOnPortalCooldown() as bool;myLightningBolt.isOnPortalCooldown();
Return Type:
bool
// LightningBolt.isPassenger as boolmyLightningBolt.isPassenger
Return Type:
bool
Returns: true if the entity is a passenger.
// LightningBolt.isPassenger() as bool;myLightningBolt.isPassenger();
Return Type:
bool
Returns: true if the entity is a passenger of the same vehicle.
myLightningBolt.isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// LightningBolt.isPickable as boolmyLightningBolt.isPickable
Return Type:
bool
Returns: true if the entity is pickable.
// LightningBolt.isPickable() as bool;myLightningBolt.isPickable();
Return Type:
bool
// LightningBolt.isPushable as boolmyLightningBolt.isPushable
Return Type:
bool
Returns: true if the entity is pushable.
// LightningBolt.isPushable() as bool;myLightningBolt.isPushable();
Return Type:
bool
// LightningBolt.isPushedByFluid as boolmyLightningBolt.isPushedByFluid
Return Type:
bool
Returns: true if the entity is pushed by fluid.
// LightningBolt.isPushedByFluid() as bool;myLightningBolt.isPushedByFluid();
Return Type:
bool
// LightningBolt.isRemoved as boolmyLightningBolt.isRemoved
Return Type:
bool
Returns: Whether the entity has been removed.
// LightningBolt.isRemoved() as bool;myLightningBolt.isRemoved();
Return Type:
bool
// LightningBolt.isShiftKeyDown as boolmyLightningBolt.isShiftKeyDown
Return Type:
bool
Returns: true if the shift key is down.
// LightningBolt.isShiftKeyDown() as bool;myLightningBolt.isShiftKeyDown();
Return Type:
bool
// LightningBolt.isSilent as boolmyLightningBolt.isSilent
Return Type:
bool
Returns: true if the entity is silent.
// LightningBolt.isSilent() as bool;myLightningBolt.isSilent();
Return Type:
bool
// LightningBolt.isSpectator as boolmyLightningBolt.isSpectator
Return Type:
bool
Returns: true if the entity is a spectator.
// LightningBolt.isSpectator() as bool;myLightningBolt.isSpectator();
Return Type:
bool
// LightningBolt.isSprinting as boolmyLightningBolt.isSprinting
Return Type:
bool
Returns: true if the entity is sprinting.
// LightningBolt.isSprinting() as bool;myLightningBolt.isSprinting();
Return Type:
bool
// LightningBolt.isSteppingCarefully as boolmyLightningBolt.isSteppingCarefully
Return Type:
bool
Returns: true if the entity is stepping carefully.
// LightningBolt.isSteppingCarefully() as bool;myLightningBolt.isSteppingCarefully();
Return Type:
bool
// LightningBolt.isSuppressingBounce as boolmyLightningBolt.isSuppressingBounce
Return Type:
bool
Returns: true if the entity is suppressing bounce.
// LightningBolt.isSuppressingBounce() as bool;myLightningBolt.isSuppressingBounce();
Return Type:
bool
// LightningBolt.isSwimming as boolmyLightningBolt.isSwimming
Return Type:
bool
Returns: true if the entity is swimming.
// LightningBolt.isSwimming() as bool;myLightningBolt.isSwimming();
Return Type:
bool
// LightningBolt.isUnderWater as boolmyLightningBolt.isUnderWater
Return Type:
bool
Returns: true if the entity is underwater.
// LightningBolt.isUnderWater() as bool;myLightningBolt.isUnderWater();
Return Type:
bool
// LightningBolt.isVehicle as boolmyLightningBolt.isVehicle
Return Type:
bool
Returns: true if the entity is a vehicle.
// LightningBolt.isVehicle() as bool;myLightningBolt.isVehicle();
Return Type:
bool
// LightningBolt.isVisuallyCrawling as boolmyLightningBolt.isVisuallyCrawling
Return Type:
bool
Returns: true if the entity is visually crawling.
// LightningBolt.isVisuallyCrawling() as bool;myLightningBolt.isVisuallyCrawling();
Return Type:
bool
// LightningBolt.isVisuallySwimming as boolmyLightningBolt.isVisuallySwimming
Return Type:
bool
Returns: true if the entity is visually swimming.
// LightningBolt.isVisuallySwimming() as bool;myLightningBolt.isVisuallySwimming();
Return Type:
bool
// LightningBolt.kill();myLightningBolt.kill();
// LightningBolt.lavaHurt();myLightningBolt.lavaHurt();
// LightningBolt.maxAirSupply as intmyLightningBolt.maxAirSupply
Return Type:
int
Returns: The maximum air supply of the entity.
// LightningBolt.maxAirSupply() as int;myLightningBolt.maxAirSupply();
Return Type:
int
// LightningBolt.maxFallDistance as intmyLightningBolt.maxFallDistance
Return Type:
int
Returns: The maximum fall distance of the entity.
// LightningBolt.maxFallDistance() as int;myLightningBolt.maxFallDistance();
Return Type:
int
myLightningBolt.moveRelative(myFloat, myVec3);
// LightningBolt.moveTo(x as double, y as double, z as double);myLightningBolt.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. myLightningBolt.moveTo(myBlockPos, myFloat, myFloat);
// LightningBolt.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myLightningBolt.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. // LightningBolt.onGround as boolmyLightningBolt.onGround
Return Type:
bool
// LightningBolt.percentFrozen as floatmyLightningBolt.percentFrozen
Return Type:
float
Returns: The percent the entity is frozen.
// LightningBolt.percentFrozen() as float;myLightningBolt.percentFrozen();
Return Type:
float
// LightningBolt.pistonPushReaction as PushReactionmyLightningBolt.pistonPushReaction
Return Type:
PushReaction
Returns: The piston push reaction of the entity.
myLightningBolt.pistonPushReaction();
Return Type:
PushReaction
myLightningBolt.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
- The volume of the sound. pitch: float
Type: float
- The pitch of the sound. // LightningBolt.registryName as ResourceLocationmyLightningBolt.registryName
Return Type:
ResourceLocation
Returns: The registry name of the entity.
myLightningBolt.registryName();
Return Type:
ResourceLocation
Returns: true if the tag was removed.
// LightningBolt.removeTag(tagName as string) as bool;myLightningBolt.removeTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to remove.
Return Type:
bool
// LightningBolt.removeVehicle();myLightningBolt.removeVehicle();
// LightningBolt.setAirSupply(air as int);myLightningBolt.setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity. myLightningBolt.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
myLightningBolt.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// LightningBolt.setCustomNameVisible(visible as bool);myLightningBolt.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible. // LightningBolt.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myLightningBolt.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. // LightningBolt.setGlowingTag(glowing as bool);myLightningBolt.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
- true if the entity should be glowing. // LightningBolt.setInvisible(invisible as bool);myLightningBolt.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible. // LightningBolt.setInvulnerable(invulnerable as bool);myLightningBolt.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable. // LightningBolt.setIsInPowderSnow(inPowderSnow as bool);myLightningBolt.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow. // LightningBolt.setNoGravity(noGravity as bool);myLightningBolt.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
- The no gravity state to set the entity to. // LightningBolt.setOldPosAndRot();myLightningBolt.setOldPosAndRot();
// LightningBolt.setOnGround(onGround as bool);myLightningBolt.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
- The on ground state to set the entity to. // LightningBolt.setPortalCooldown();myLightningBolt.setPortalCooldown();
// LightningBolt.setPos(x as double, y as double, z as double);myLightningBolt.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. // LightningBolt.setPosRaw(x as double, y as double, z as double);myLightningBolt.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. myLightningBolt.setRemoved(myRemovalReason);
Parameters:
// LightningBolt.setShiftKeyDown(keyDown as bool);myLightningBolt.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down. // LightningBolt.setSilent(silent as bool);myLightningBolt.setSilent(myBool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to. // LightningBolt.setSprinting(sprinting as bool);myLightningBolt.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting. // LightningBolt.setSwimming(swimming as bool);myLightningBolt.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming. // LightningBolt.setTicksFrozen(ticks as int);myLightningBolt.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen. // LightningBolt.shouldBeSaved as boolmyLightningBolt.shouldBeSaved
Return Type:
bool
Returns: true if the entity should be saved.
// LightningBolt.shouldBeSaved() as bool;myLightningBolt.shouldBeSaved();
Return Type:
bool
// LightningBolt.shouldInformAdmins as boolmyLightningBolt.shouldInformAdmins
Return Type:
bool
Returns: True if the commands from this source should inform admins, false otherwise.
// LightningBolt.shouldInformAdmins() as bool;myLightningBolt.shouldInformAdmins();
Return Type:
bool
// LightningBolt.shouldShowName as boolmyLightningBolt.shouldShowName
Return Type:
bool
Returns: true if the entity should show its name.
// LightningBolt.shouldShowName() as bool;myLightningBolt.shouldShowName();
Return Type:
bool
// LightningBolt.showVehicleHealth as boolmyLightningBolt.showVehicleHealth
Return Type:
bool
Returns: true if the entity should show vehicle health.
// LightningBolt.showVehicleHealth() as bool;myLightningBolt.showVehicleHealth();
Return Type:
bool
SoundSource
of the entity.// LightningBolt.soundSource as SoundSourcemyLightningBolt.soundSource
Return Type:
SoundSource
SoundSource
of the entity.Returns: The sound source of the entity.
myLightningBolt.soundSource();
Return Type:
SoundSource
Returns: true if the entity started riding.
myLightningBolt.startRiding(myEntity, myBool);
Parameters:
Return Type:
bool
// LightningBolt.stopRiding();myLightningBolt.stopRiding();
// LightningBolt.stringUUID as stringmyLightningBolt.stringUUID
Return Type:
string
Returns: The UUID of the entity as a string.
// LightningBolt.stringUUID() as string;myLightningBolt.stringUUID();
Return Type:
string
These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024.
// LightningBolt.tags as Set<string>myLightningBolt.tags
Return Type:
Set<string>
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.
// LightningBolt.tags() as Set<string>;myLightningBolt.tags();
Return Type:
Set<string>
// LightningBolt.teamColor as intmyLightningBolt.teamColor
Return Type:
int
Returns: The team color of the entity.
// LightningBolt.teamColor() as int;myLightningBolt.teamColor();
Return Type:
int
// LightningBolt.teleportTo(x as double, y as double, z as double);myLightningBolt.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. // LightningBolt.ticksFrozen as intmyLightningBolt.ticksFrozen
Return Type:
int
Returns: The number of ticks the entity has been frozen.
// LightningBolt.ticksFrozen() as int;myLightningBolt.ticksFrozen();
Return Type:
int
// LightningBolt.ticksRequiredToFreeze as intmyLightningBolt.ticksRequiredToFreeze
Return Type:
int
Returns: The number of ticks required to freeze the entity.
// LightningBolt.ticksRequiredToFreeze() as int;myLightningBolt.ticksRequiredToFreeze();
Return Type:
int
// LightningBolt.turn(yaw as double, pitch as double);myLightningBolt.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. EntityType
of the entity.Returns: The EntityType
of the entity.
myLightningBolt.type();
Return Type:
EntityType<Entity>
// LightningBolt.unRide();myLightningBolt.unRide();
// LightningBolt.uuid as UUIDmyLightningBolt.uuid
Return Type:
UUID
Returns: The UUID of the entity.
// LightningBolt.uuid() as UUID;myLightningBolt.uuid();
Return Type:
UUID
// LightningBolt.visualOnly as boolmyLightningBolt.visualOnly
Return Type:
bool
// LightningBolt.visualOnly = (visualOnly as bool);myLightningBolt.visualOnly = myBool;
Parameters:
visualOnly: bool
Type: bool
- Whether the lightning bolt is visual only. // LightningBolt.visualOnly(visualOnly as bool);myLightningBolt.visualOnly(myBool);
Parameters:
visualOnly: bool
Type: bool
- Whether the lightning bolt is visual only. Returns: Whether the lightning bolt is visual only.
// LightningBolt.visualOnly() as bool;myLightningBolt.visualOnly();
Return Type:
bool
// LightningBolt.x as doublemyLightningBolt.x
Return Type:
double
Returns: The x coordinate of the entity.
// LightningBolt.x() as double;myLightningBolt.x();
Return Type:
double
// LightningBolt.y as doublemyLightningBolt.y
Return Type:
double
Returns: The y coordinate of the entity.
// LightningBolt.y() as double;myLightningBolt.y();
Return Type:
double
// LightningBolt.z as doublemyLightningBolt.z
Return Type:
double
Returns: The z coordinate of the entity.
// LightningBolt.z() as double;myLightningBolt.z();
Return Type:
double