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