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