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