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