LargeFireball
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.LargeFireball;
Extends
LargeFireball extends Fireball
.
Implements
LargeFireball
implements the following interfaces:
ItemSupplier
,Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
TraceableEntity
,SyncedDataHolder
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
Constructors
// new LargeFireball(level as Level, shooter as LivingEntity, direction as Vec3, explosionPower as int);new LargeFireball(myLevel, myLivingEntity, myVec3, myInt);
Parameters:
shooter: LivingEntity
Type: LivingEntity
- The entity that created the fireball, used to get the position. explosionPower: int
Type: int
- The explosion power of this fireball Members
// LargeFireball.accelerationPower as doublemyLargeFireball.accelerationPower
Return Type:
double
// LargeFireball.accelerationPower = (accelerationPower as double);myLargeFireball.accelerationPower = myDouble;
Parameters:
accelerationPower: double
Type: double
- The accelerationPower of this projectile. // LargeFireball.accelerationPower(accelerationPower as double);myLargeFireball.accelerationPower(myDouble);
Parameters:
accelerationPower: double
Type: double
- The accelerationPower of this projectile. // LargeFireball.acceptsFailure as boolmyLargeFireball.acceptsFailure
Return Type:
bool
Returns: True if the commands from this source should return failure messages, false otherwise.
// LargeFireball.acceptsFailure() as bool;myLargeFireball.acceptsFailure();
Return Type:
bool
// LargeFireball.acceptsSuccess as boolmyLargeFireball.acceptsSuccess
Return Type:
bool
Returns: True if the commands from this source should return successful messages, false otherwise.
// LargeFireball.acceptsSuccess() as bool;myLargeFireball.acceptsSuccess();
Return Type:
bool
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
// LargeFireball.airSupply as intmyLargeFireball.airSupply
Return Type:
int
Returns: The current air supply of the entity.
// LargeFireball.airSupply() as int;myLargeFireball.airSupply();
Return Type:
int
// LargeFireball.alwaysAccepts as boolmyLargeFireball.alwaysAccepts
Return Type:
bool
Returns: True if the command source always accepts, false otherwise.
// LargeFireball.alwaysAccepts() as bool;myLargeFireball.alwaysAccepts();
Return Type:
bool
// LargeFireball.bbHeight as floatmyLargeFireball.bbHeight
Return Type:
float
Returns: The height of the bounding box of the entity.
// LargeFireball.bbHeight() as float;myLargeFireball.bbHeight();
Return Type:
float
// LargeFireball.bbWidth as floatmyLargeFireball.bbWidth
Return Type:
float
Returns: The width of the bounding box of the entity.
// LargeFireball.bbWidth() as float;myLargeFireball.bbWidth();
Return Type:
float
// LargeFireball.blockX as intmyLargeFireball.blockX
Return Type:
int
Returns: The x coordinate of the entity.
// LargeFireball.blockX() as int;myLargeFireball.blockX();
Return Type:
int
// LargeFireball.blockY as intmyLargeFireball.blockY
Return Type:
int
Returns: The y coordinate of the entity.
// LargeFireball.blockY() as int;myLargeFireball.blockY();
Return Type:
int
// LargeFireball.blockZ as intmyLargeFireball.blockZ
Return Type:
int
Returns: The z coordinate of the entity.
// LargeFireball.blockZ() as int;myLargeFireball.blockZ();
Return Type:
int
// LargeFireball.canBeCollidedWith as boolmyLargeFireball.canBeCollidedWith
Return Type:
bool
Returns: true if the entity can be collided with.
// LargeFireball.canBeCollidedWith() as bool;myLargeFireball.canBeCollidedWith();
Return Type:
bool
Returns: true if the entity can collide with the given entity.
myLargeFireball.canCollideWith(myEntity);
Return Type:
bool
// LargeFireball.canFreeze as boolmyLargeFireball.canFreeze
Return Type:
bool
Returns: Whether the entity can freeze.
// LargeFireball.canFreeze() as bool;myLargeFireball.canFreeze();
Return Type:
bool
// LargeFireball.clearFire();myLargeFireball.clearFire();
Returns: true if the entity is closer than the given distance to the other entity.
myLargeFireball.closerThan(myEntity, myDouble);
Parameters:
Return Type:
bool
net.minecraft.world.entity.item.ItemEntity
s who's item is in the dampens_vibrations item tag.// LargeFireball.dampensVibrations as boolmyLargeFireball.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.
// LargeFireball.dampensVibrations() as bool;myLargeFireball.dampensVibrations();
Return Type:
bool
// LargeFireball.dimensionChangingDelay as intmyLargeFireball.dimensionChangingDelay
Return Type:
int
Returns: The dimension changing delay of the entity.
// LargeFireball.dimensionChangingDelay() as int;myLargeFireball.dimensionChangingDelay();
Return Type:
int
// LargeFireball.discard();myLargeFireball.discard();
// LargeFireball.dismountsUnderwater as boolmyLargeFireball.dismountsUnderwater
Return Type:
bool
Returns: true if the entity dismounts underwater.
// LargeFireball.dismountsUnderwater() as bool;myLargeFireball.dismountsUnderwater();
Return Type:
bool
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
Returns: The squared distance to the given entity.
myLargeFireball.distanceToSqr(myEntity);
Return Type:
double
// LargeFireball.ejectPassengers();myLargeFireball.ejectPassengers();
// LargeFireball.eyeHeight as floatmyLargeFireball.eyeHeight
Return Type:
float
Returns: The eye height of the entity.
// LargeFireball.eyeHeight() as float;myLargeFireball.eyeHeight();
Return Type:
float
// LargeFireball.eyeY as doublemyLargeFireball.eyeY
Return Type:
double
Returns: The y coordinate of the entity's eyes.
// LargeFireball.eyeY() as double;myLargeFireball.eyeY();
Return Type:
double
// LargeFireball.fireImmune as boolmyLargeFireball.fireImmune
Return Type:
bool
Returns: true if the entity is fire immune.
// LargeFireball.fireImmune() as bool;myLargeFireball.fireImmune();
Return Type:
bool
// LargeFireball.fireTicks as intmyLargeFireball.fireTicks
Return Type:
int
// LargeFireball.fireTicks = (ticks as int);myLargeFireball.fireTicks = myInt;
Parameters:
ticks: int
Type: int
- The number of ticks to set the remaining fire ticks to. // LargeFireball.fireTicks(ticks as int);myLargeFireball.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.
// LargeFireball.fireTicks() as int;myLargeFireball.fireTicks();
Return Type:
int
// LargeFireball.fluidJumpThreshold as doublemyLargeFireball.fluidJumpThreshold
Return Type:
double
Returns: The fluid jump threshold of the entity.
// LargeFireball.fluidJumpThreshold() as double;myLargeFireball.fluidJumpThreshold();
Return Type:
double
myLargeFireball.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
myLargeFireball.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
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
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
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
myLargeFireball.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
myLargeFireball.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// LargeFireball.hasCustomName as boolmyLargeFireball.hasCustomName
Return Type:
bool
// LargeFireball.hasCustomName as boolmyLargeFireball.hasCustomName
Return Type:
bool
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
// LargeFireball.hasExactlyOnePlayerPassenger as boolmyLargeFireball.hasExactlyOnePlayerPassenger
Return Type:
bool
Returns: true if the entity has exactly one player passenger.
// LargeFireball.hasExactlyOnePlayerPassenger() as bool;myLargeFireball.hasExactlyOnePlayerPassenger();
Return Type:
bool
// LargeFireball.hasGlowingTag as boolmyLargeFireball.hasGlowingTag
Return Type:
bool
Returns: true if the entity is currently glowing.
// LargeFireball.hasGlowingTag() as bool;myLargeFireball.hasGlowingTag();
Return Type:
bool
Returns: true if the entity has an indirect passenger.
myLargeFireball.hasIndirectPassenger(myEntity);
Return Type:
bool
Returns: true if the entity has a passenger that matches the predicate.
myLargeFireball.hasPassenger(myPredicate);
Parameters:
Return Type:
bool
DamageSource
and amount.Returns: true if the entity was hurt.
myLargeFireball.hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
- The amount of damage to deal.
Return Type:
bool
// LargeFireball.id as intmyLargeFireball.id
Return Type:
int
Returns: The ID of the entity.
// LargeFireball.id() as int;myLargeFireball.id();
Return Type:
int
BlockState
that this entity is currently inside.// LargeFireball.inBlockState as BlockStatemyLargeFireball.inBlockState
Return Type:
BlockState
BlockState
that this entity is currently inside.Returns: The block state that this entity is currently inside
myLargeFireball.inBlockState();
Return Type:
BlockState
// LargeFireball.isAlive as boolmyLargeFireball.isAlive
Return Type:
bool
Returns: true if the entity is alive.
// LargeFireball.isAlive() as bool;myLargeFireball.isAlive();
Return Type:
bool
// LargeFireball.isAlwaysTicking as boolmyLargeFireball.isAlwaysTicking
Return Type:
bool
Returns: true if the entity is always ticking.
// LargeFireball.isAlwaysTicking() as bool;myLargeFireball.isAlwaysTicking();
Return Type:
bool
// LargeFireball.isAttackable as boolmyLargeFireball.isAttackable
Return Type:
bool
Returns: true if the entity is attackable.
// LargeFireball.isAttackable() as bool;myLargeFireball.isAttackable();
Return Type:
bool
BlockState
at the given BlockPos
.Returns: true if the entity is colliding with the block.
myLargeFireball.isColliding(myBlockPos, myBlockState);
Parameters:
Return Type:
bool
// LargeFireball.isCrouching as boolmyLargeFireball.isCrouching
Return Type:
bool
Returns: true if the entity is crouching.
// LargeFireball.isCrouching() as bool;myLargeFireball.isCrouching();
Return Type:
bool
// LargeFireball.isCurrentlyGlowing as boolmyLargeFireball.isCurrentlyGlowing
Return Type:
bool
Returns: true if the entity is currently glowing.
// LargeFireball.isCurrentlyGlowing() as bool;myLargeFireball.isCurrentlyGlowing();
Return Type:
bool
// LargeFireball.isCustomNameVisible as boolmyLargeFireball.isCustomNameVisible
Return Type:
bool
Returns: true if the custom name is visible.
// LargeFireball.isCustomNameVisible() as bool;myLargeFireball.isCustomNameVisible();
Return Type:
bool
// LargeFireball.isDescending as boolmyLargeFireball.isDescending
Return Type:
bool
Returns: true if the entity is descending.
// LargeFireball.isDescending() as bool;myLargeFireball.isDescending();
Return Type:
bool
// LargeFireball.isDiscrete as boolmyLargeFireball.isDiscrete
Return Type:
bool
Returns: true if the entity is being discrete.
// LargeFireball.isDiscrete() as bool;myLargeFireball.isDiscrete();
Return Type:
bool
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
// LargeFireball.isFullyFrozen as boolmyLargeFireball.isFullyFrozen
Return Type:
bool
Returns: true if the entity is fully frozen.
// LargeFireball.isFullyFrozen() as bool;myLargeFireball.isFullyFrozen();
Return Type:
bool
// LargeFireball.isInLava as boolmyLargeFireball.isInLava
Return Type:
bool
Returns: true if the entity is in lava.
// LargeFireball.isInLava() as bool;myLargeFireball.isInLava();
Return Type:
bool
// LargeFireball.isInvisible as boolmyLargeFireball.isInvisible
Return Type:
bool
Returns: true if the entity is invisible.
// LargeFireball.isInvisible() as bool;myLargeFireball.isInvisible();
Return Type:
bool
// LargeFireball.isInvulnerable as boolmyLargeFireball.isInvulnerable
Return Type:
bool
Returns: true if the entity is invulnerable.
// LargeFireball.isInvulnerable() as bool;myLargeFireball.isInvulnerable();
Return Type:
bool
DamageSource
.Returns: true if the entity is invulnerable to the damage source.
myLargeFireball.isInvulnerableTo(myDamageSource);
Parameters:
Return Type:
bool
// LargeFireball.isInWall as boolmyLargeFireball.isInWall
Return Type:
bool
Returns: true if the entity is in a wall.
// LargeFireball.isInWall() as bool;myLargeFireball.isInWall();
Return Type:
bool
// LargeFireball.isInWater as boolmyLargeFireball.isInWater
Return Type:
bool
Returns: true if the entity is in water.
// LargeFireball.isInWater() as bool;myLargeFireball.isInWater();
Return Type:
bool
// LargeFireball.isInWaterOrBubble as boolmyLargeFireball.isInWaterOrBubble
Return Type:
bool
Returns: true if the entity is in water or a bubble column.
// LargeFireball.isInWaterOrBubble() as bool;myLargeFireball.isInWaterOrBubble();
Return Type:
bool
// LargeFireball.isInWaterOrRain as boolmyLargeFireball.isInWaterOrRain
Return Type:
bool
Returns: true if the entity is in water or rain.
// LargeFireball.isInWaterOrRain() as bool;myLargeFireball.isInWaterOrRain();
Return Type:
bool
// LargeFireball.isInWaterRainOrBubble as boolmyLargeFireball.isInWaterRainOrBubble
Return Type:
bool
Returns: true if the entity is in water or rain or a bubble column.
// LargeFireball.isInWaterRainOrBubble() as bool;myLargeFireball.isInWaterRainOrBubble();
Return Type:
bool
// LargeFireball.isNoGravity as boolmyLargeFireball.isNoGravity
Return Type:
bool
Returns: true if the entity has no gravity.
// LargeFireball.isNoGravity() as bool;myLargeFireball.isNoGravity();
Return Type:
bool
// LargeFireball.isOnFire as boolmyLargeFireball.isOnFire
Return Type:
bool
Returns: true if the entity is on fire.
// LargeFireball.isOnFire() as bool;myLargeFireball.isOnFire();
Return Type:
bool
// LargeFireball.isOnPortalCooldown as boolmyLargeFireball.isOnPortalCooldown
Return Type:
bool
Returns: true if the entity is on portal cooldown.
// LargeFireball.isOnPortalCooldown() as bool;myLargeFireball.isOnPortalCooldown();
Return Type:
bool
// LargeFireball.isPassenger as boolmyLargeFireball.isPassenger
Return Type:
bool
Returns: true if the entity is a passenger.
// LargeFireball.isPassenger() as bool;myLargeFireball.isPassenger();
Return Type:
bool
Returns: true if the entity is a passenger of the same vehicle.
myLargeFireball.isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// LargeFireball.isPickable as boolmyLargeFireball.isPickable
Return Type:
bool
Returns: true if the entity is pickable.
// LargeFireball.isPickable() as bool;myLargeFireball.isPickable();
Return Type:
bool
// LargeFireball.isPushable as boolmyLargeFireball.isPushable
Return Type:
bool
Returns: true if the entity is pushable.
// LargeFireball.isPushable() as bool;myLargeFireball.isPushable();
Return Type:
bool
// LargeFireball.isPushedByFluid as boolmyLargeFireball.isPushedByFluid
Return Type:
bool
Returns: true if the entity is pushed by fluid.
// LargeFireball.isPushedByFluid() as bool;myLargeFireball.isPushedByFluid();
Return Type:
bool
// LargeFireball.isRemoved as boolmyLargeFireball.isRemoved
Return Type:
bool
Returns: Whether the entity has been removed.
// LargeFireball.isRemoved() as bool;myLargeFireball.isRemoved();
Return Type:
bool
// LargeFireball.isShiftKeyDown as boolmyLargeFireball.isShiftKeyDown
Return Type:
bool
Returns: true if the shift key is down.
// LargeFireball.isShiftKeyDown() as bool;myLargeFireball.isShiftKeyDown();
Return Type:
bool
// LargeFireball.isSilent as boolmyLargeFireball.isSilent
Return Type:
bool
Returns: true if the entity is silent.
// LargeFireball.isSilent() as bool;myLargeFireball.isSilent();
Return Type:
bool
// LargeFireball.isSpectator as boolmyLargeFireball.isSpectator
Return Type:
bool
Returns: true if the entity is a spectator.
// LargeFireball.isSpectator() as bool;myLargeFireball.isSpectator();
Return Type:
bool
// LargeFireball.isSprinting as boolmyLargeFireball.isSprinting
Return Type:
bool
Returns: true if the entity is sprinting.
// LargeFireball.isSprinting() as bool;myLargeFireball.isSprinting();
Return Type:
bool
// LargeFireball.isSteppingCarefully as boolmyLargeFireball.isSteppingCarefully
Return Type:
bool
Returns: true if the entity is stepping carefully.
// LargeFireball.isSteppingCarefully() as bool;myLargeFireball.isSteppingCarefully();
Return Type:
bool
// LargeFireball.isSuppressingBounce as boolmyLargeFireball.isSuppressingBounce
Return Type:
bool
Returns: true if the entity is suppressing bounce.
// LargeFireball.isSuppressingBounce() as bool;myLargeFireball.isSuppressingBounce();
Return Type:
bool
// LargeFireball.isSwimming as boolmyLargeFireball.isSwimming
Return Type:
bool
Returns: true if the entity is swimming.
// LargeFireball.isSwimming() as bool;myLargeFireball.isSwimming();
Return Type:
bool
// LargeFireball.isUnderWater as boolmyLargeFireball.isUnderWater
Return Type:
bool
Returns: true if the entity is underwater.
// LargeFireball.isUnderWater() as bool;myLargeFireball.isUnderWater();
Return Type:
bool
// LargeFireball.isVehicle as boolmyLargeFireball.isVehicle
Return Type:
bool
Returns: true if the entity is a vehicle.
// LargeFireball.isVehicle() as bool;myLargeFireball.isVehicle();
Return Type:
bool
// LargeFireball.isVisuallyCrawling as boolmyLargeFireball.isVisuallyCrawling
Return Type:
bool
Returns: true if the entity is visually crawling.
// LargeFireball.isVisuallyCrawling() as bool;myLargeFireball.isVisuallyCrawling();
Return Type:
bool
// LargeFireball.isVisuallySwimming as boolmyLargeFireball.isVisuallySwimming
Return Type:
bool
Returns: true if the entity is visually swimming.
// LargeFireball.isVisuallySwimming() as bool;myLargeFireball.isVisuallySwimming();
Return Type:
bool
// LargeFireball.kill();myLargeFireball.kill();
// LargeFireball.lavaHurt();myLargeFireball.lavaHurt();
// LargeFireball.maxAirSupply as intmyLargeFireball.maxAirSupply
Return Type:
int
Returns: The maximum air supply of the entity.
// LargeFireball.maxAirSupply() as int;myLargeFireball.maxAirSupply();
Return Type:
int
// LargeFireball.maxFallDistance as intmyLargeFireball.maxFallDistance
Return Type:
int
Returns: The maximum fall distance of the entity.
// LargeFireball.maxFallDistance() as int;myLargeFireball.maxFallDistance();
Return Type:
int
myLargeFireball.moveRelative(myFloat, myVec3);
// 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. myLargeFireball.moveTo(myBlockPos, myFloat, myFloat);
// 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. // LargeFireball.onGround as boolmyLargeFireball.onGround
Return Type:
bool
// LargeFireball.percentFrozen as floatmyLargeFireball.percentFrozen
Return Type:
float
Returns: The percent the entity is frozen.
// LargeFireball.percentFrozen() as float;myLargeFireball.percentFrozen();
Return Type:
float
// LargeFireball.pistonPushReaction as PushReactionmyLargeFireball.pistonPushReaction
Return Type:
PushReaction
Returns: The piston push reaction of the entity.
myLargeFireball.pistonPushReaction();
Return Type:
PushReaction
myLargeFireball.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
- The volume of the sound. pitch: float
Type: float
- The pitch of the sound. // LargeFireball.registryName as ResourceLocationmyLargeFireball.registryName
Return Type:
ResourceLocation
Returns: The registry name of the entity.
myLargeFireball.registryName();
Return Type:
ResourceLocation
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
// LargeFireball.removeVehicle();myLargeFireball.removeVehicle();
// LargeFireball.setAirSupply(air as int);myLargeFireball.setAirSupply(myInt);
Parameters:
air: int
Type: int
- The new air supply of the entity. myLargeFireball.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
myLargeFireball.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// LargeFireball.setCustomNameVisible(visible as bool);myLargeFireball.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
- true if the custom name should be visible. // 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. // LargeFireball.setGlowingTag(glowing as bool);myLargeFireball.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
- true if the entity should be glowing. // LargeFireball.setInvisible(invisible as bool);myLargeFireball.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
- true if the entity should be invisible. // LargeFireball.setInvulnerable(invulnerable as bool);myLargeFireball.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
- true if the entity should be invulnerable. // LargeFireball.setIsInPowderSnow(inPowderSnow as bool);myLargeFireball.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
- Whether the entity is in powder snow. // LargeFireball.setNoGravity(noGravity as bool);myLargeFireball.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
- The no gravity state to set the entity to. // LargeFireball.setOldPosAndRot();myLargeFireball.setOldPosAndRot();
// LargeFireball.setOnGround(onGround as bool);myLargeFireball.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
- The on ground state to set the entity to. // LargeFireball.setPortalCooldown();myLargeFireball.setPortalCooldown();
// 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. // 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. myLargeFireball.setRemoved(myRemovalReason);
Parameters:
// LargeFireball.setShiftKeyDown(keyDown as bool);myLargeFireball.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
- true if the shift key is down. // LargeFireball.setSilent(silent as bool);myLargeFireball.setSilent(myBool);
Parameters:
silent: bool
Type: bool
- The silent state to set the entity to. // LargeFireball.setSprinting(sprinting as bool);myLargeFireball.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
- true if the entity should be sprinting. // LargeFireball.setSwimming(swimming as bool);myLargeFireball.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
- true if the entity should be swimming. // LargeFireball.setTicksFrozen(ticks as int);myLargeFireball.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
- The new number of ticks the entity has been frozen. // LargeFireball.shouldBeSaved as boolmyLargeFireball.shouldBeSaved
Return Type:
bool
Returns: true if the entity should be saved.
// LargeFireball.shouldBeSaved() as bool;myLargeFireball.shouldBeSaved();
Return Type:
bool
// LargeFireball.shouldInformAdmins as boolmyLargeFireball.shouldInformAdmins
Return Type:
bool
Returns: True if the commands from this source should inform admins, false otherwise.
// LargeFireball.shouldInformAdmins() as bool;myLargeFireball.shouldInformAdmins();
Return Type:
bool
// LargeFireball.shouldShowName as boolmyLargeFireball.shouldShowName
Return Type:
bool
Returns: true if the entity should show its name.
// LargeFireball.shouldShowName() as bool;myLargeFireball.shouldShowName();
Return Type:
bool
// LargeFireball.showVehicleHealth as boolmyLargeFireball.showVehicleHealth
Return Type:
bool
Returns: true if the entity should show vehicle health.
// LargeFireball.showVehicleHealth() as bool;myLargeFireball.showVehicleHealth();
Return Type:
bool
SoundSource
of the entity.// LargeFireball.soundSource as SoundSourcemyLargeFireball.soundSource
Return Type:
SoundSource
SoundSource
of the entity.Returns: The sound source of the entity.
myLargeFireball.soundSource();
Return Type:
SoundSource
Returns: true if the entity started riding.
myLargeFireball.startRiding(myEntity, myBool);
Parameters:
Return Type:
bool
// LargeFireball.stopRiding();myLargeFireball.stopRiding();
// LargeFireball.stringUUID as stringmyLargeFireball.stringUUID
Return Type:
string
Returns: The UUID of the entity as a string.
// LargeFireball.stringUUID() as string;myLargeFireball.stringUUID();
Return Type:
string
These tags are arbitrary strings that can be attached to an entity. A single entity is limited to 1024.
// LargeFireball.tags as Set<string>myLargeFireball.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.
// LargeFireball.tags() as Set<string>;myLargeFireball.tags();
Return Type:
Set<string>
// LargeFireball.teamColor as intmyLargeFireball.teamColor
Return Type:
int
Returns: The team color of the entity.
// LargeFireball.teamColor() as int;myLargeFireball.teamColor();
Return Type:
int
// 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. // LargeFireball.ticksFrozen as intmyLargeFireball.ticksFrozen
Return Type:
int
Returns: The number of ticks the entity has been frozen.
// LargeFireball.ticksFrozen() as int;myLargeFireball.ticksFrozen();
Return Type:
int
// LargeFireball.ticksRequiredToFreeze as intmyLargeFireball.ticksRequiredToFreeze
Return Type:
int
Returns: The number of ticks required to freeze the entity.
// LargeFireball.ticksRequiredToFreeze() as int;myLargeFireball.ticksRequiredToFreeze();
Return Type:
int
// 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. EntityType
of the entity.Returns: The EntityType
of the entity.
myLargeFireball.type();
Return Type:
EntityType<Entity>
// LargeFireball.unRide();myLargeFireball.unRide();
// LargeFireball.uuid as UUIDmyLargeFireball.uuid
Return Type:
UUID
Returns: The UUID of the entity.
// LargeFireball.uuid() as UUID;myLargeFireball.uuid();
Return Type:
UUID
// LargeFireball.x as doublemyLargeFireball.x
Return Type:
double
Returns: The x coordinate of the entity.
// LargeFireball.x() as double;myLargeFireball.x();
Return Type:
double
// LargeFireball.y as doublemyLargeFireball.y
Return Type:
double
Returns: The y coordinate of the entity.
// LargeFireball.y() as double;myLargeFireball.y();
Return Type:
double
// LargeFireball.z as doublemyLargeFireball.z
Return Type:
double
Returns: The z coordinate of the entity.
// LargeFireball.z() as double;myLargeFireball.z();
Return Type:
double