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