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 . Mob;
Mob extends LivingEntity
.
Mob
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. // Mob.absorptionAmount as float
Return Type:
float
Gets the absorption amount for this entity. Returns : The absorption amount.
// Mob.absorptionAmount() as float;
myMob . absorptionAmount();
Return Type:
float
Checks if the commands from this source should return failure messages // Mob.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.
// Mob.acceptsFailure() as bool;
Return Type:
bool
Checks if the commands from this source should return successful messages // Mob.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.
// Mob.acceptsSuccess() as bool;
Return Type:
bool
Adds an effect to this entity. Returns : True if the effect was added, false otherwise.
myMob . addEffect(myMobEffectInstance);
Return Type:
bool
Adds an effect to this entity. Returns : True if the effect was added, false otherwise.
myMob . 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.
// Mob.addTag(tagName as string) as bool;
Parameters:
tagName: string
Type: string
- The name of the tag to add.
Return Type:
bool
Checks if the mob is aggressive. // Mob.aggressive as bool
Return Type:
bool
Sets whether the mob should be aggressive. // Mob.aggressive = (value as bool);
myMob . aggressive = myBool;
Parameters:
value: bool
Type: bool
- Whether the mob should be aggressive.
Gets the current air supply of the entity.
Return Type:
int
Gets the current air supply of the entity. Returns : The current air supply of the entity.
// Mob.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. // Mob.alwaysAccepts as bool
Return Type:
bool
Checks if the command source always accepts. Returns : True if the command source always accepts, false otherwise.
// Mob.alwaysAccepts() as bool;
Return Type:
bool
Gets the interval of the ambient sound for this mob. // Mob.ambientSoundInterval as int
myMob . 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. // Mob.armorCoverPercentage as float
myMob . 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.
// Mob.armorCoverPercentage() as float;
myMob . 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.
Return Type:
Iterable <ItemStack >
Gets the armor value for this entity.
Return Type:
int
Gets the armor value for this entity. Returns : The armor value.
// Mob.armorValue() as int;
Return Type:
int
Gets how many arrows are currently in this entity.
Return Type:
int
Gets how many arrows are currently in this entity. Returns : The arrow count.
// Mob.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. // Mob.attackable as bool
Return Type:
bool
Checks if the entity is attackable. Returns : True if the entity is attackable, false otherwise.
// Mob.attackable() as bool;
Return Type:
bool
Sets whether the mob should be a baby. // Mob.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.
Return Type:
float
Gets the height of the bounding box of the entity. Returns : The height of the bounding box of the entity.
// Mob.bbHeight() as float;
Return Type:
float
Gets the width of the bounding box of the entity.
Return Type:
float
Gets the width of the bounding box of the entity. Returns : The width of the bounding box of the entity.
// Mob.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.
Return Type:
Direction
Gets the position
of the entity. Returns : The block position of the entity.
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.
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.
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.
Return Type:
int
Gets the bounding box of the entity. // Mob.boundingBox as AABB
Return Type:
AABB
Gets the bounding box of the entity. Returns : The bounding box of the entity.
// Mob.boundingBox() as AABB ;
Return Type:
AABB
Gets the bounding box for culling of the entity. // Mob.boundingBoxForCulling as AABB myMob . boundingBoxForCulling
Return Type:
AABB
Gets the bounding box for culling of the entity. Returns : The bounding box for culling of the entity.
// Mob.boundingBoxForCulling() as AABB ; myMob . boundingBoxForCulling();
Return Type:
AABB
Checks if this entity can attack a target. Returns : True if this entity can attack the target, false otherwise.
myMob . 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.
myMob . canBeAffected(myMobEffectInstance);
Return Type:
bool
Checks if the entity can be collided with. // Mob.canBeCollidedWith as bool
Return Type:
bool
Checks if the entity can be collided with. Returns : true if the entity can be collided with.
// Mob.canBeCollidedWith() as bool;
myMob . canBeCollidedWith();
Return Type:
bool
Checks if the mob can be leashed. Returns : Whether the mob can be leashed.
// Mob.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. // Mob.canBeSeenAsEnemy 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. Returns : True if this entity can be seen as an enemy, false otherwise.
// Mob.canBeSeenAsEnemy() as bool;
myMob . canBeSeenAsEnemy();
Return Type:
bool
Checks if this entity can be seen by anyone. // Mob.canBeSeenByAnyone as bool
Return Type:
bool
Checks if this entity can be seen by anyone. Returns : True if this entity can be seen by anyone, false otherwise.
// Mob.canBeSeenByAnyone() as bool;
myMob . canBeSeenByAnyone();
Return Type:
bool
Checks if this entity can breathe underwater. // Mob.canBreatheUnderwater as bool
myMob . canBreatheUnderwater
Return Type:
bool
Checks if this entity can breathe underwater. Returns : True if the entity can breathe underwater, false otherwise.
// Mob.canBreatheUnderwater() as bool;
myMob . 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.
// Mob.canCollideWith(other as Entity ) as bool; myMob . canCollideWith(myEntity);
Parameters:
other: Entity
Type: Entity
- The entity to check if the entity can collide with.
Return Type:
bool
Checks if the mob can fire a projectile weapon. Returns : Whether the mob can fire the weapon.
myMob . canFireProjectileWeapon(myProjectileWeaponItem);
Return Type:
bool
Checks if the entity can freeze.
Return Type:
bool
Checks if the entity can freeze. Returns : Whether the entity can freeze.
// Mob.canFreeze() as bool;
Return Type:
bool
Checks if the mob can hold the given item. Returns : Whether the mob can hold the item.
// Mob.canHoldItem(stack as ItemStack ) as bool; myMob . canHoldItem(myItemStack);
Return Type:
bool
Checks if the mob can pick up loot. // Mob.canPickUpLoot as bool
Return Type:
bool
Sets whether the mob can pick up loot. // Mob.canPickUpLoot = (value as bool);
myMob . 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.
myMob . 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.
// Mob.canStandOnFluid(fluid as Fluid ) as bool; myMob . 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.
// Mob.canTakeItem(stack as ItemStack ) as bool; myMob . 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.
// Mob.checkSpawnObstruction(level as LevelReader ) as bool; myMob . 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.
myMob . checkSpawnRules(myLevelAccessor, myMobSpawnType);
Return Type:
bool
Clears the fire of the entity.
Clears the restriction for the mob. // Mob.clearRestriction();
myMob . clearRestriction();
Clears the position that the entity is sleeping at. // Mob.clearSleepingPos();
myMob . 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.
// Mob.closerThan(other as Entity , distance as double) as bool; myMob . 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. // Mob.commandSenderWorld as Level
Return Type:
Level
Gets the Level
used when sending commands as this entity. Returns : The Level
used when sending commands as this entity.
// Mob.commandSenderWorld() as Level ; myMob . commandSenderWorld();
Return Type:
Level
Gets the controlling passenger of the entity. // Mob.controllingPassenger as Entity myMob . controllingPassenger
Return Type:
Entity
Gets the controlling passenger of the entity. Returns : The controlling passenger of the entity.
// Mob.controllingPassenger() as Entity ; myMob . 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. Returns : true if the entity dampens vibrations.
// Mob.dampensVibrations() as bool;
myMob . 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. // Mob.deltaMovement as Vec3
Return Type:
Vec3
Sets the delta movement of the entity. // Mob.deltaMovement = (deltaMovement as Vec3 ); myMob . 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.
// Mob.deltaMovement() as Vec3 ;
Return Type:
Vec3
Sets the delta movement of the entity. // Mob.deltaMovement(deltaMovement as Vec3 ); myMob . deltaMovement(myVec3);
Parameters:
deltaMovement: Vec3
Type: Vec3
- The delta movement to set. Kills this entity. myMob . die(myDamageSource);
Gets the dimension changing delay of the entity. // Mob.dimensionChangingDelay as int
myMob . dimensionChangingDelay
Return Type:
int
Gets the dimension changing delay of the entity. Returns : The dimension changing delay of the entity.
// Mob.dimensionChangingDelay() as int;
myMob . 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. // Mob.dismountsUnderwater as bool
myMob . dismountsUnderwater
Return Type:
bool
Checks if the entity dismounts underwater. Returns : true if the entity dismounts underwater.
// Mob.dismountsUnderwater() as bool;
myMob . 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.
// Mob.distanceTo(entity as Entity ) as float; myMob . 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.
// Mob.distanceToSqr(x as double, y as double, z as double) as double;
myMob . 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.
// Mob.distanceToSqr(entity as Entity ) as double; myMob . 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.
// Mob.distanceToSqr(vec as Vec3 ) as double; myMob . distanceToSqr(myVec3);
Parameters:
vec: Vec3
Type: Vec3
- The vector to get the squared distance to.
Return Type:
double
// Mob.doHurtTarget(entity as Entity ) as bool; myMob . doHurtTarget(myEntity);
Return Type:
bool
Drops the leash for the mob. // Mob.dropLeash(broadcastPacket as bool, dropLeash as bool);
myMob . 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.
myMob . eat(myLevel, myItemStack);
Parameters:
level: Level
Type: Level
- The level that the entity is in.
Return Type:
ItemStack
Ejects the passengers of the entity. // Mob.ejectPassengers();
Equips the mob with the given item if possible. Returns : The item that was equipped.
myMob . equipItemIfPossible(myItemStack);
Return Type:
ItemStack
Gets the eye height of the entity. // Mob.eyeHeight as float
Return Type:
float
Gets the eye height of the entity. Returns : The eye height of the entity.
// Mob.eyeHeight() as float;
Return Type:
float
Gets the eye position of the entity. // Mob.eyePosition as Vec3
Return Type:
Vec3
Gets the eye position of the entity. Returns : The eye position of the entity.
// Mob.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.
Return Type:
double
Gets the ticks that the entity has been flying with an elytra. // Mob.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.
// Mob.fallFlyingTicks() as int;
Return Type:
int
Checks if the entity is fire immune. // Mob.fireImmune as bool
Return Type:
bool
Checks if the entity is fire immune. Returns : true if the entity is fire immune.
// Mob.fireImmune() as bool;
Return Type:
bool
Gets the remaining fire ticks of the entity.
Return Type:
int
Sets the remaining fire ticks of the entity. // Mob.fireTicks = (ticks as int);
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to.
Sets the remaining fire ticks of the entity. // Mob.fireTicks(ticks as int);
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.
// Mob.fireTicks() as int;
Return Type:
int
Gets the first passenger of the entity. // Mob.firstPassenger as Entity
Return Type:
Entity
Gets the first passenger of the entity. Returns : The first passenger of the entity.
// Mob.firstPassenger() as Entity ;
Return Type:
Entity
Gets the fluid jump threshold of the entity. // Mob.fluidJumpThreshold as double
Return Type:
double
Gets the fluid jump threshold of the entity. Returns : The fluid jump threshold of the entity.
// Mob.fluidJumpThreshold() as double;
myMob . fluidJumpThreshold();
Return Type:
double
Forces this entity to have a specific effect, this does not force effects that can't affect this entity. myMob . forceAddEffect(myMobEffectInstance, myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity that is the source of the effect. Gets the forward vector of the entity.
Return Type:
Vec3
Gets the forward vector of the entity. Returns : The forward vector of the entity.
// Mob.forward() as Vec3 ;
Return Type:
Vec3
myMob . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// Mob.getAttachmentData<T>(type as Supplier< AttachmentType <T>>) as T; myMob . getAttachmentData < T>(mySupplier);
Return Type:
T
Gets the attribute for this entity. Returns : The attribute.
myMob . getAttribute(myAttribute);
Return Type:
AttributeInstance
Gets the base attribute value for this entity. Returns : The base attribute value.
// Mob.getAttributeBaseValue(attribute as Attribute ) as double; myMob . getAttributeBaseValue(myAttribute);
Return Type:
double
Gets the attribute value for this entity. Returns : The attribute value.
// Mob.getAttributeValue(attribute as Attribute ) as double; myMob . getAttributeValue(myAttribute);
Return Type:
double
Gets the eye position of the entity. Returns : The eye position of the entity.
// Mob.getEyePosition(partialTicks as float) as Vec3 ; myMob . 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.
myMob . getItemBySlot(myEquipmentSlot);
Return Type:
ItemStack
Gets the item in the entity's hand. Returns : The item in the hand.
myMob . getItemInHand(myInteractionHand);
Return Type:
ItemStack
Gets the position of the entity. Returns : The position of the entity.
// Mob.getPosition(partialTicks as float) as Vec3 ; myMob . 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.
Return Type:
BlockPos
Gets the entity that the mob is leashed to. // Mob.getRestrictCenter as Entity
Return Type:
Entity
Gets the radius that the mob is restricted to. // Mob.getRestrictRadius as float
Return Type:
float
Gets the swim amount. Returns : The swim amount.
// Mob.getSwimAmount(partialTicks as float) as float;
myMob . 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.
// Mob.getUpVector(partialTicks as float) as Vec3 ; myMob . 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.
// Mob.getViewVector(partialTicks as float) as Vec3 ; myMob . 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.
// Mob.getVisibilityPercent(lookingEntity as Entity ) as double; myMob . 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.
// Mob.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.
// Mob.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.
// Mob.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.
Return Type:
Iterable <ItemStack >
myMob . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// Mob.hasAttachmentData<T>(type as Supplier< AttachmentType <T>>) as bool; myMob . hasAttachmentData < T>(mySupplier);
Return Type:
bool
Checks if the entity has a custom name. // Mob.hasCustomName as bool
Return Type:
bool
// Mob.hasCustomName as bool
Return Type:
bool
Checks if the entity has a custom name. Returns : true if the entity has a custom name.
// Mob.hasCustomName() as bool;
Return Type:
bool
// Mob.hasCustomName() as bool;
Return Type:
bool
Checks if this entity has a specific effect. Returns : True if this entity has the effect, false otherwise.
// Mob.hasEffect(effect as MobEffect ) as bool; myMob . hasEffect(myMobEffect);
Return Type:
bool
Checks if the entity has exactly one player passenger. // Mob.hasExactlyOnePlayerPassenger as bool
myMob . hasExactlyOnePlayerPassenger
Return Type:
bool
Checks if the entity has exactly one player passenger. Returns : true if the entity has exactly one player passenger.
// Mob.hasExactlyOnePlayerPassenger() as bool;
myMob . hasExactlyOnePlayerPassenger();
Return Type:
bool
Checks if the entity is currently glowing. // Mob.hasGlowingTag as bool
Return Type:
bool
Checks if the entity is currently glowing. Returns : true if the entity is currently glowing.
// Mob.hasGlowingTag() as bool;
Return Type:
bool
Checks if the entity has an indirect passenger. Returns : true if the entity has an indirect passenger.
// Mob.hasIndirectPassenger(entity as Entity ) as bool; myMob . 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.
myMob . 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.
// Mob.hasLineOfSight(entity as Entity ) as bool; myMob . 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.
// Mob.hasPassenger(entity as Entity ) as bool; myMob . 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.
// Mob.hasPassenger(predicate as function(t as Entity ) as bool) as bool; myMob . 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. // Mob.hasRestriction as bool
Return Type:
bool
Heals this entity. // Mob.heal(amount as float);
Parameters:
amount: float
Type: float
- The amount to heal.
Gets the health of this entity.
Return Type:
float
Gets the health of this entity. Returns : The health of this entity.
// Mob.health() as float;
Return Type:
float
Hurts the entity with the given DamageSource
and amount. Returns : true if the entity was hurt.
// Mob.hurt(source as DamageSource , amount as float) as bool; myMob . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
- The amount of damage to deal.
Return Type:
bool
Gets the ID of the entity.
Return Type:
int
Gets the ID of the entity. Returns : The ID of the entity.
Return Type:
int
Gets the BlockState
that this entity is currently inside. Returns : The block state that this entity is currently inside
Return Type:
BlockState
Checks if the entity is affected by potions, entities such as armor stands are not affected by potions. // Mob.isAffectedByPotions as bool
myMob . 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.
// Mob.isAffectedByPotions() as bool;
myMob . isAffectedByPotions();
Return Type:
bool
Checks if the entity is alive.
Return Type:
bool
Checks if the entity is alive. Returns : true if the entity is alive.
// Mob.isAlive() as bool;
Return Type:
bool
Checks if the entity is always ticking. // Mob.isAlwaysTicking as bool
Return Type:
bool
Checks if the entity is always ticking. Returns : true if the entity is always ticking.
// Mob.isAlwaysTicking() as bool;
Return Type:
bool
Checks if the entity is attackable. // Mob.isAttackable as bool
Return Type:
bool
Checks if the entity is attackable. Returns : true if the entity is attackable.
// Mob.isAttackable() as bool;
Return Type:
bool
Checks if this entity is performing an auto spin attack. // Mob.isAutoSpinAttack as bool
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.
// Mob.isAutoSpinAttack() as bool;
myMob . 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.
Return Type:
bool
Checks if the entity is blocking. // Mob.isBlocking as bool
Return Type:
bool
Checks if the entity is blocking. Returns : True if the entity is blocking, false otherwise.
// Mob.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.
myMob . isColliding(myBlockPos, myBlockState);
Return Type:
bool
Checks if the entity is crouching. // Mob.isCrouching as bool
Return Type:
bool
Checks if the entity is crouching. Returns : true if the entity is crouching.
// Mob.isCrouching() as bool;
Return Type:
bool
Checks if the entity is currently glowing. // Mob.isCurrentlyGlowing as bool
Return Type:
bool
Checks if the entity is currently glowing. // Mob.isCurrentlyGlowing as bool
Return Type:
bool
Checks if the entity is currently glowing. Returns : True if the entity is currently glowing, false otherwise.
// Mob.isCurrentlyGlowing() as bool;
myMob . isCurrentlyGlowing();
Return Type:
bool
Checks if the entity is currently glowing. Returns : true if the entity is currently glowing.
// Mob.isCurrentlyGlowing() as bool;
myMob . isCurrentlyGlowing();
Return Type:
bool
Checks if the custom name of the entity is visible. // Mob.isCustomNameVisible as bool
myMob . isCustomNameVisible
Return Type:
bool
Checks if the custom name of the entity is visible. Returns : true if the custom name is visible.
// Mob.isCustomNameVisible() as bool;
myMob . 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.
// Mob.isDamageSourceBlocked(source as DamageSource ) as bool; myMob . isDamageSourceBlocked(myDamageSource);
Return Type:
bool
Checks if this entity is dead or dying. // Mob.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.
// Mob.isDeadOrDying() as bool;
Return Type:
bool
Checks if the entity is descending. // Mob.isDescending as bool
Return Type:
bool
Checks if the entity is descending. Returns : true if the entity is descending.
// Mob.isDescending() as bool;
Return Type:
bool
Checks if the entity is being discrete. // Mob.isDiscrete as bool
Return Type:
bool
Checks if the entity is being discrete. Returns : true if the entity is being discrete.
// Mob.isDiscrete() as bool;
Return Type:
bool
Checks if the entity is flying with an elytra. // Mob.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.
// Mob.isFallFlying() as bool;
Return Type:
bool
Checks if the offset position from the entity's current position has a collision with a block or a liquid. Returns : true if the entity is free to move in the given position.
// Mob.isFree(x as double, y as double, z as double) as bool;
myMob . 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. // Mob.isFullyFrozen as bool
Return Type:
bool
Checks if the entity is fully frozen. Returns : true if the entity is fully frozen.
// Mob.isFullyFrozen() as bool;
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.
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.
// Mob.isHolding(predicate as function(t as ItemStack ) as bool) as bool; myMob . 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.
Return Type:
bool
Checks if the entity is in lava. Returns : true if the entity is in lava.
// Mob.isInLava() 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. // Mob.isInvertedHealAndHarm as bool
myMob . 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.
// Mob.isInvertedHealAndHarm() as bool;
myMob . isInvertedHealAndHarm();
Return Type:
bool
Checks if the entity is invisible. // Mob.isInvisible as bool
Return Type:
bool
Checks if the entity is invisible. Returns : true if the entity is invisible.
// Mob.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.
// Mob.isInvisibleTo(player as Player ) as bool; myMob . isInvisibleTo(myPlayer);
Return Type:
bool
Checks if the entity is invulnerable. // Mob.isInvulnerable as bool
Return Type:
bool
Checks if the entity is invulnerable. Returns : true if the entity is invulnerable.
// Mob.isInvulnerable() as bool;
Return Type:
bool
Checks if the entity is invulnerable to the given DamageSource
. Returns : true if the entity is invulnerable to the damage source.
myMob . isInvulnerableTo(myDamageSource);
Return Type:
bool
Checks if the entity is in a wall.
Return Type:
bool
Checks if the entity is in a wall. Returns : true if the entity is in a wall.
// Mob.isInWall() as bool;
Return Type:
bool
Checks if the entity is in water.
Return Type:
bool
Checks if the entity is in water. Returns : true if the entity is in water.
// Mob.isInWater() as bool;
Return Type:
bool
Checks if the entity is in water or a bubble column. // Mob.isInWaterOrBubble as bool
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.
// Mob.isInWaterOrBubble() as bool;
myMob . isInWaterOrBubble();
Return Type:
bool
Checks if the entity is in water or rain. // Mob.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.
// Mob.isInWaterOrRain() as bool;
Return Type:
bool
Checks if the entity is in water or rain or a bubble column. // Mob.isInWaterRainOrBubble as bool
myMob . 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.
// Mob.isInWaterRainOrBubble() as bool;
myMob . 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.
// Mob.isMaxGroupSizeReached(size as int) as bool;
myMob . isMaxGroupSizeReached(myInt);
Parameters:
size: int
Type: int
- The size to check.
Return Type:
bool
Checks if the entity has no gravity. // Mob.isNoGravity as bool
Return Type:
bool
Checks if the entity has no gravity. Returns : true if the entity has no gravity.
// Mob.isNoGravity() as bool;
Return Type:
bool
Checks if the entity is on fire.
Return Type:
bool
Checks if the entity is on fire. Returns : true if the entity is on fire.
// Mob.isOnFire() as bool;
Return Type:
bool
Checks if the entity is on portal cooldown. // Mob.isOnPortalCooldown as bool
Return Type:
bool
Checks if the entity is on portal cooldown. Returns : true if the entity is on portal cooldown.
// Mob.isOnPortalCooldown() as bool;
myMob . isOnPortalCooldown();
Return Type:
bool
Checks if the entity is a passenger. // Mob.isPassenger as bool
Return Type:
bool
Checks if the entity is a passenger. Returns : true if the entity is a passenger.
// Mob.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.
// Mob.isPassengerOfSameVehicle(entity as Entity ) as bool; myMob . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
Checks if the mob should persist in the world. // Mob.isPersistenceRequired as bool
myMob . isPersistenceRequired
Return Type:
bool
Checks if the entity is pickable. // Mob.isPickable as bool
Return Type:
bool
Checks if the entity is pickable. Returns : true if the entity is pickable.
// Mob.isPickable() as bool;
Return Type:
bool
Checks if the entity is pushable. // Mob.isPushable as bool
Return Type:
bool
Checks if the entity is pushable. Returns : true if the entity is pushable.
// Mob.isPushable() as bool;
Return Type:
bool
Checks if the entity is pushed by fluid. // Mob.isPushedByFluid as bool
Return Type:
bool
Checks if the entity is pushed by fluid. Returns : true if the entity is pushed by fluid.
// Mob.isPushedByFluid() as bool;
Return Type:
bool
Checks if the entity has been removed.
Return Type:
bool
Checks if the entity has been removed. Returns : Whether the entity has been removed.
// Mob.isRemoved() as bool;
Return Type:
bool
Checks if this entity is sensitive to water, meaning that it will take damage from being in water. // Mob.isSensitiveToWater as bool
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.
// Mob.isSensitiveToWater() as bool;
myMob . isSensitiveToWater();
Return Type:
bool
Checks if the shift key is down. // Mob.isShiftKeyDown as bool
Return Type:
bool
Checks if the shift key is down. Returns : true if the shift key is down.
// Mob.isShiftKeyDown() as bool;
Return Type:
bool
Checks if the entity is silent, meaning it won't play any sounds.
Return Type:
bool
Checks if the entity is silent, meaning it won't play any sounds. Returns : true if the entity is silent.
// Mob.isSilent() as bool;
Return Type:
bool
Checks if the entity is sleeping. // Mob.isSleeping as bool
Return Type:
bool
Checks if the entity is sleeping. Returns : True if the entity is sleeping, false otherwise.
// Mob.isSleeping() as bool;
Return Type:
bool
Checks if the entity is a spectator. // Mob.isSpectator as bool
Return Type:
bool
Checks if the entity is a spectator. Returns : true if the entity is a spectator.
// Mob.isSpectator() as bool;
Return Type:
bool
Checks if the entity is sprinting. // Mob.isSprinting as bool
Return Type:
bool
Checks if the entity is sprinting. Returns : true if the entity is sprinting.
// Mob.isSprinting() as bool;
Return Type:
bool
Checks if the entity is stepping carefully. // Mob.isSteppingCarefully as bool
myMob . isSteppingCarefully
Return Type:
bool
Checks if the entity is stepping carefully. Returns : true if the entity is stepping carefully.
// Mob.isSteppingCarefully() as bool;
myMob . isSteppingCarefully();
Return Type:
bool
Checks if the entity is suppressing bounce. // Mob.isSuppressingBounce as bool
myMob . isSuppressingBounce
Return Type:
bool
Checks if the entity is suppressing bounce. Returns : true if the entity is suppressing bounce.
// Mob.isSuppressingBounce() as bool;
myMob . isSuppressingBounce();
Return Type:
bool
Checks if the entity is suppressing sliding down a ladder, such as sneaking while on a ladder. // Mob.isSuppressingSlidingDownLadder as bool
myMob . 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.
// Mob.isSuppressingSlidingDownLadder() as bool;
myMob . isSuppressingSlidingDownLadder();
Return Type:
bool
Checks if the entity is swimming. // Mob.isSwimming as bool
Return Type:
bool
Checks if the entity is swimming. Returns : true if the entity is swimming.
// Mob.isSwimming() as bool;
Return Type:
bool
Checks if the entity is underwater. // Mob.isUnderWater as bool
Return Type:
bool
Checks if the entity is underwater. Returns : true if the entity is underwater.
// Mob.isUnderWater() as bool;
Return Type:
bool
Checks if this entity is using an item. // Mob.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.
// Mob.isUsingItem() as bool;
Return Type:
bool
Checks if the entity is a vehicle.
Return Type:
bool
Checks if the entity is a vehicle. Returns : true if the entity is a vehicle.
// Mob.isVehicle() as bool;
Return Type:
bool
Checks if the entity is visually crawling. // Mob.isVisuallyCrawling as bool
Return Type:
bool
Checks if the entity is visually crawling. Returns : true if the entity is visually crawling.
// Mob.isVisuallyCrawling() as bool;
myMob . isVisuallyCrawling();
Return Type:
bool
Checks if the entity is visually swimming. // Mob.isVisuallySwimming as bool
Return Type:
bool
Checks if the entity is visually swimming. // Mob.isVisuallySwimming as bool
Return Type:
bool
Checks if the entity is visually swimming. Returns : True if the entity is visually swimming, false otherwise.
// Mob.isVisuallySwimming() as bool;
myMob . isVisuallySwimming();
Return Type:
bool
Checks if the entity is visually swimming. Returns : true if the entity is visually swimming.
// Mob.isVisuallySwimming() as bool;
myMob . 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.
// Mob.isWithinMeleeAttackRange(entity as LivingEntity ) as bool; myMob . isWithinMeleeAttackRange(myLivingEntity);
Return Type:
bool
Checks if the mob is within a restriction. // Mob.isWithinRestriction as bool
myMob . isWithinRestriction
Return Type:
bool
Checks if the mob is within a restriction. Returns : Whether the mob is within a restriction.
// Mob.isWithinRestriction(position as BlockPos ) as bool; myMob . isWithinRestriction(myBlockPos);
Return Type:
bool
Gets the jump boost power for this entity. // Mob.jumpBoostPower as double
Return Type:
double
Gets the jump boost power for this entity. Returns : The jump boost power.
// Mob.jumpBoostPower() as double;
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. // Mob.knockback(x as double, y as double, z as double);
myMob . 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.
Return Type:
BlockPos
Gets the last climbable position for this entity. Returns : The last climbable position.
myMob . lastClimbablePos();
Return Type:
BlockPos
Gets the last damage source for this entity.
Return Type:
DamageSource
Gets the last damage source for this entity. Returns : The last damage source.
myMob . 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.
Return Type:
LivingEntity
Gets the timestamp when this entity was last hurt by a mob. // Mob.lastHurtByMobTimestamp as int
myMob . 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.
// Mob.lastHurtByMobTimestamp() as int;
myMob . 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. // Mob.lastHurtMobTimestamp as int
myMob . lastHurtMobTimestamp
Return Type:
int
Gets the timestamp when this entity last hurt a mob. Returns : The timestamp when this entity last hurt a mob.
// Mob.lastHurtMobTimestamp() as int;
myMob . lastHurtMobTimestamp();
Return Type:
int
Causes the entity to take damage from lava.
Checks if the mob is leashed.
Return Type:
bool
Checks if the mob is left-handed. // Mob.leftHanded as bool
Return Type:
bool
Sets whether the mob should be left-handed. // Mob.leftHanded = (value as bool);
myMob . leftHanded = myBool;
Parameters:
value: bool
Type: bool
- Whether the mob should be left-handed.
Gets the look angle of the entity.
Return Type:
Vec3
Gets the look angle of the entity. Returns : The look angle of the entity.
// Mob.lookAngle() as Vec3 ;
Return Type:
Vec3
Makes the mob look at the given entity. // Mob.lookAt(entity as Entity , maxXRotIncrease as float, maxYRotIncrease as float); myMob . 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. // Mob.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. // Mob.maxAirSupply as int
Return Type:
int
Gets the maximum air supply of the entity. Returns : The maximum air supply of the entity.
// Mob.maxAirSupply() as int;
Return Type:
int
Gets the maximum fall distance of the entity. // Mob.maxFallDistance as int
Return Type:
int
Gets the maximum fall distance of the entity. Returns : The maximum fall distance of the entity.
// Mob.maxFallDistance() as int;
Return Type:
int
Gets the maximum head rotation speed. // Mob.maxHeadRotSpeed as int
Return Type:
int
Gets the maximum head rotation in the X direction. // Mob.maxHeadXRot as int
Return Type:
int
Gets the maximum head rotation in the Y direction. // Mob.maxHeadYRot as int
Return Type:
int
Gets the maximum health for this entity. // Mob.maxHealth as float
Return Type:
float
Gets the maximum health for this entity. Returns : The maximum health.
// Mob.maxHealth() as float;
Return Type:
float
Gets the maximum spawn cluster size. // Mob.maxSpawnClusterSize as int
myMob . 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.
Return Type:
Direction
Moves the entity relative to its current position. // Mob.moveRelative(amount as float, relative as Vec3 ); myMob . 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. // Mob.moveTo(vec as Vec3 );
Parameters:
vec: Vec3
Type: Vec3
- The position to move the entity to. Moves the entity to the given position. // Mob.moveTo(x as double, y as double, z as double);
myMob . 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. // Mob.moveTo(pos as BlockPos , yaw as float, pitch as float); myMob . 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. // Mob.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myMob . 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. // Mob.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.
// Mob.noActionTime() as int;
Return Type:
int
Checks if the mob has AI disabled.
Return Type:
bool
Sets whether the mob should have AI disabled. // Mob.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.
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. // Mob.passengers as List< Entity >
Return Type:
List <Entity >
Gets the passengers of the entity. Returns : The passengers of the entity.
// Mob.passengers() as List< Entity >;
Return Type:
List <Entity >
Gets the percent the entity is frozen. // Mob.percentFrozen as float
Return Type:
float
Gets the percent the entity is frozen. Returns : The percent the entity is frozen.
// Mob.percentFrozen() as float;
Return Type:
float
Gets the piston push reaction of the entity.
Return Type:
PushReaction
Gets the piston push reaction of the entity. Returns : The piston push reaction of the entity.
myMob . pistonPushReaction();
Return Type:
PushReaction
Plays the ambient sound for this mob. // Mob.playAmbientSound();
myMob . playAmbientSound();
Plays a sound at the entity's location. // Mob.playSound(sound as SoundEvent , volume as float, pitch as float); myMob . 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.
Return Type:
Vec3
Gets the position of the entity. Returns : The position of the entity.
// Mob.position() as Vec3 ;
Return Type:
Vec3
Positions the rider of the entity. // Mob.positionRider(entity as Entity ); myMob . 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. // Mob.releaseUsingItem();
myMob . releaseUsingItem();
Removes all effects from this entity. Returns : True if all effects were removed, false otherwise.
// Mob.removeAllEffects() as bool;
myMob . removeAllEffects();
Return Type:
bool
Removes an effect from this entity. Returns : True if the effect was removed, false otherwise.
// Mob.removeEffect(effect as MobEffect ) as bool; myMob . removeEffect(myMobEffect);
Return Type:
bool
Removes an effect from this entity without causing an update. Returns : The removed effect.
myMob . removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
Removes a tag from the entity. Returns : true if the tag was removed.
// Mob.removeTag(tagName as string) as bool;
myMob . removeTag(myString);
Parameters:
tagName: string
Type: string
- The name of the tag to remove.
Return Type:
bool
Removes the vehicle of the entity.
Restricts the mob to the given position and radius. // Mob.restrictTo(restrictCenter as BlockPos , restrictRadius as int); myMob . restrictTo(myBlockPos, myInt);
Parameters:
restrictRadius: int
Type: int
- The radius to restrict the mob to.
Gets the root vehicle of the entity.
Return Type:
Entity
Gets the root vehicle of the entity. Returns : The root vehicle of the entity.
// Mob.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.
Return Type:
float
Sends a message to the command source. myMob . sendMessage(myComponent);
Sets the absorption amount for this entity. // Mob.setAbsorptionAmount(absorption as float);
myMob . setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
- The absorption amount to set.
Sets the air supply of the entity. // Mob.setAirSupply(air as int);
myMob . setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity.
Sets how many arrows are currently in this entity. // Mob.setArrowCount(count as int);
myMob . setArrowCount(myInt);
Parameters:
count: int
Type: int
- The number of arrows to set.
// Mob.setAttachmentData<T>(type as AttachmentType <T>, data as T) as T?; myMob . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// Mob.setAttachmentData<T>(type as Supplier< AttachmentType <T>>, data as T) as T?; myMob . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
Sets the custom name of the entity. myMob . setCustomName(myComponent);
Sets the custom name visible state of the entity. // Mob.setCustomNameVisible(visible as bool);
myMob . setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible.
Sets the delta movement of the entity. // Mob.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myMob . 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. // Mob.setDiscardFriction(discardFriction as bool);
myMob . setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
- True if this entity should discard friction, false otherwise.
Sets the drop chance for the given EquipmentSlot
. myMob . setDropChance(myEquipmentSlot, myFloat);
Parameters:
chance: float
Type: float
- The chance to drop the item.
Makes the entity glow. // Mob.setGlowingTag(glowing as bool);
myMob . 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. myMob . setGuaranteedDrop(myEquipmentSlot);
Sets the health of this entity. // Mob.setHealth(health as float);
myMob . setHealth(myFloat);
Parameters:
health: float
Type: float
- The health to set.
Sets the invisible state of the entity. // Mob.setInvisible(invisible as bool);
myMob . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible.
Sets the invulnerable state of the entity. // Mob.setInvulnerable(invulnerable as bool);
myMob . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable.
Sets whether the entity is in powder snow. // Mob.setIsInPowderSnow(inPowderSnow as bool);
myMob . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow.
Sets the item in the entity's hand. myMob . setItemInHand(myInteractionHand, myItemStack);
Sets the item in a specific equipment slot. myMob . setItemSlot(myEquipmentSlot, myItemStack);
Sets whether this entity is jumping. // Mob.setJumping(jumping as bool);
myMob . setJumping(myBool);
Parameters:
jumping: bool
Type: bool
- True if the entity should jump, false otherwise.
Sets the last entity that hurt this entity. myMob . setLastHurtByMob(myLivingEntity);
Sets the last entity that hurt this entity. // Mob.setLastHurtByPlayer(player as Player ); myMob . setLastHurtByPlayer(myPlayer);
Parameters:
player: Player
Type: Player
- The player that hurt this entity. Sets the last entity that this entity hurt. // Mob.setLastHurtMob(entity as Entity ); myMob . setLastHurtMob(myEntity);
Parameters:
entity: Entity
Type: Entity
- The entity that this entity hurt. Sets the entity that the mob is leashed to. // Mob.setLeashedTo(leashHolder as Entity , broadcastPacket as bool); myMob . 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. // Mob.setNoActionTime(idleTime as int);
myMob . setNoActionTime(myInt);
Parameters:
idleTime: int
Type: int
- The time since this entity last performed an action.
Sets if the entity has no gravity. // Mob.setNoGravity(noGravity as bool);
myMob . 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. // Mob.setOldPosAndRot();
Sets if the entity is on the ground. // Mob.setOnGround(onGround as bool);
myMob . 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. // Mob.setPersistenceRequired();
myMob . setPersistenceRequired();
Sets the portal cooldown of the entity. // Mob.setPortalCooldown();
myMob . setPortalCooldown();
Sets the position of the entity. // Mob.setPos(position as Vec3 );
Parameters:
position: Vec3
Type: Vec3
- The position to set the entity to. Sets the position of the entity. // Mob.setPos(x as double, y as double, z as double);
myMob . 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. // Mob.setPosRaw(x as double, y as double, z as double);
myMob . 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 . myMob . setRemoved(myRemovalReason);
Sets the shift key down state of the entity. // Mob.setShiftKeyDown(keyDown as bool);
myMob . setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down.
Sets if the entity is silent. // Mob.setSilent(silent as bool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to.
Sets the position that the entity is sleeping at. myMob . setSleepingPos(myBlockPos);
Sets the movement speed of this entity. // Mob.setSpeed(speed as float);
Parameters:
speed: float
Type: float
- The movement speed to set.
Sets the sprinting state of the entity. // Mob.setSprinting(sprinting as bool);
myMob . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting.
Sets how many stingers are currently in this entity. // Mob.setStingerCount(count as int);
myMob . setStingerCount(myInt);
Parameters:
count: int
Type: int
- The number of stingers to set.
Sets the swimming state of the entity. // Mob.setSwimming(swimming as bool);
myMob . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming.
Sets the number of ticks the entity has been frozen. // Mob.setTicksFrozen(ticks as int);
myMob . setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen.
Checks if the entity should be saved. // Mob.shouldBeSaved as bool
Return Type:
bool
Checks if the entity should be saved. Returns : true if the entity should be saved.
// Mob.shouldBeSaved() as bool;
Return Type:
bool
Checks if this entity should discard friction. // Mob.shouldDiscardFriction as bool
myMob . shouldDiscardFriction
Return Type:
bool
Checks if this entity should discard friction. Returns : True if this entity should discard friction, false otherwise.
// Mob.shouldDiscardFriction() as bool;
myMob . shouldDiscardFriction();
Return Type:
bool
Checks if the commands from this source should inform admins. // Mob.shouldInformAdmins as bool
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.
// Mob.shouldInformAdmins() as bool;
myMob . shouldInformAdmins();
Return Type:
bool
Checks if the entity should show its name. // Mob.shouldShowName as bool
Return Type:
bool
Checks if the entity should show its name. Returns : true if the entity should show its name.
// Mob.shouldShowName() as bool;
Return Type:
bool
Checks if the entity should show vehicle health. // Mob.showVehicleHealth as bool
Return Type:
bool
Checks if the entity should show vehicle health. Returns : true if the entity should show vehicle health.
// Mob.showVehicleHealth() as bool;
myMob . 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
Gets the movement speed of this entity.
Return Type:
float
Gets the movement speed of this entity. Returns : The movement speed of the entity.
Return Type:
float
Starts riding the given entity. Returns : true if the entity started riding.
// Mob.startRiding(entity as Entity ) as bool; myMob . startRiding(myEntity);
Return Type:
bool
Starts riding the given entity. Returns : true if the entity started riding.
// Mob.startRiding(entity as Entity , force as bool) as bool; myMob . 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. myMob . startSleeping(myBlockPos);
Starts using an item. myMob . startUsingItem(myInteractionHand);
Gets how many stingers are currently in this entity. // Mob.stingerCount as int
Return Type:
int
Gets how many stingers are currently in this entity. Returns : The stinger count.
// Mob.stingerCount() as int;
Return Type:
int
Stops the entity from sleeping.
Gets the UUID of the entity as a string. // Mob.stringUUID as string
Return Type:
string
Gets the UUID of the entity as a string. Returns : The UUID of the entity as a string.
// Mob.stringUUID() as string;
Return Type:
string
Swings the entity's main hand. myMob . swing(myInteractionHand);
Swings the entity's main hand. myMob . 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. // Mob.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.
// Mob.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. myMob . target = myLivingEntity;
Gets the team color of the entity.
Return Type:
int
Gets the team color of the entity. Returns : The team color of the entity.
// Mob.teamColor() as int;
Return Type:
int
Teleports the entity to the given position. // Mob.teleportTo(x as double, y as double, z as double);
myMob . 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. // Mob.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.
// Mob.ticksFrozen() as int;
Return Type:
int
Gets the number of ticks required to freeze the entity. // Mob.ticksRequiredToFreeze as int
myMob . ticksRequiredToFreeze
Return Type:
int
Gets the number of ticks required to freeze the entity. Returns : The number of ticks required to freeze the entity.
// Mob.ticksRequiredToFreeze() as int;
myMob . ticksRequiredToFreeze();
Return Type:
int
Gets how long the entity has been using an item. // Mob.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.
// Mob.ticksUsingItem() as int;
Return Type:
int
Moves this entity towards the given location. // Mob.travel(vec as Vec3 );
Parameters:
vec: Vec3
Type: Vec3
- The direction to move in. Turns the entity. // Mob.turn(yaw as double, pitch as double);
myMob . 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. // Mob.updateCustomData(data as MapData ); myMob . updateCustomData({custom: "data" });
myMob . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // Mob.updateData(data as MapData ); myMob . 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. // Mob.useItemRemainingTicks as int
myMob . 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.
// Mob.useItemRemainingTicks() as int;
myMob . 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.
Return Type:
UUID
Gets the vehicle of the entity.
Return Type:
Entity
Gets the vehicle of the entity. Returns : The vehicle of the entity.
Return Type:
Entity
Gets the voice pitch for this entity. // Mob.voicePitch as float
Return Type:
float
Gets the voice pitch for this entity. Returns : The voice pitch.
// Mob.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.
// Mob.wantsToPickUp(stack as ItemStack ) as bool; myMob . 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