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