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.

script.zs
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(level as Level, shooter as LivingEntity, direction as Vec3)
script.zs
// new SmallFireball(level as Level, shooter as LivingEntity, direction as Vec3);
new SmallFireball(myLevel, myLivingEntity, myVec3);

Parameters:

level Type: Level - The level this entity is in.
shooter Type: LivingEntity - The entity that created the fireball, used to get the position.
direction Type: Vec3 - The direction that the skull is moving in
new(level as Level, x as double, y as double, z as double, direction as Vec3)
script.zs
// 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 Type: Level - The level this entity is in.
x Type: double - The x position of the entity.
y Type: double - The y position of the entity.
z Type: double - The z position of the entity.
direction Type: Vec3 - The direction that the skull is moving in

Members

Getter
Gets the accelerationPower of this projectile.
script.zs
// SmallFireball.accelerationPower as double
mySmallFireball.accelerationPower

Return Type: double

Setter
Sets the accelerationPower of this projectile.
script.zs
// SmallFireball.accelerationPower = (accelerationPower as double);
mySmallFireball.accelerationPower = myDouble;

Parameters:

accelerationPower Type: double - The accelerationPower of this projectile.
accelerationPower(accelerationPower as double)
Sets the accelerationPower of this projectile.
script.zs
// SmallFireball.accelerationPower(accelerationPower as double);
mySmallFireball.accelerationPower(myDouble);

Parameters:

accelerationPower Type: double - The accelerationPower of this projectile.
Getter
Checks if the commands from this source should return failure messages
script.zs
// SmallFireball.acceptsFailure as bool
mySmallFireball.acceptsFailure

Return Type: bool

acceptsFailure() as 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.

script.zs
// SmallFireball.acceptsFailure() as bool;
mySmallFireball.acceptsFailure();

Return Type: bool

Getter
Checks if the commands from this source should return successful messages
script.zs
// SmallFireball.acceptsSuccess as bool
mySmallFireball.acceptsSuccess

Return Type: bool

acceptsSuccess() as 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.

script.zs
// SmallFireball.acceptsSuccess() as bool;
mySmallFireball.acceptsSuccess();

Return Type: bool

addTag(tagName as string) as bool
Adds a tag to the entity, returning false if the entity has over 1024

Returns: true if the tag was added.

script.zs
// SmallFireball.addTag(tagName as string) as bool;
mySmallFireball.addTag(myString);

Parameters:

tagName Type: string - The name of the tag to add.

Return Type: bool

Getter
Gets the current air supply of the entity.
script.zs
// SmallFireball.airSupply as int
mySmallFireball.airSupply

Return Type: int

airSupply() as int
Gets the current air supply of the entity.

Returns: The current air supply of the entity.

script.zs
// SmallFireball.airSupply() as int;
mySmallFireball.airSupply();

Return Type: int

Getter
Checks if the command source always accepts.
script.zs
// SmallFireball.alwaysAccepts as bool
mySmallFireball.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
Checks if the command source always accepts.

Returns: True if the command source always accepts, false otherwise.

script.zs
// SmallFireball.alwaysAccepts() as bool;
mySmallFireball.alwaysAccepts();

Return Type: bool

Getter
Gets the height of the bounding box of the entity.
script.zs
// SmallFireball.bbHeight as float
mySmallFireball.bbHeight

Return Type: float

bbHeight() as float
Gets the height of the bounding box of the entity.

Returns: The height of the bounding box of the entity.

script.zs
// SmallFireball.bbHeight() as float;
mySmallFireball.bbHeight();

Return Type: float

Getter
Gets the width of the bounding box of the entity.
script.zs
// SmallFireball.bbWidth as float
mySmallFireball.bbWidth

Return Type: float

bbWidth() as float
Gets the width of the bounding box of the entity.

Returns: The width of the bounding box of the entity.

script.zs
// SmallFireball.bbWidth() as float;
mySmallFireball.bbWidth();

Return Type: float

Getter
Gets the BlockPos of the entity.
script.zs
// SmallFireball.blockPosiion as BlockPos
mySmallFireball.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
Gets the BlockPos of the entity.

Returns: The BlockPos of the entity.

script.zs
// SmallFireball.blockPosiion() as BlockPos;
mySmallFireball.blockPosiion();

Return Type: BlockPos

Getter
Gets the position of the entity.
script.zs
// SmallFireball.blockPosition as BlockPos
mySmallFireball.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
Gets the position of the entity.

Returns: The block position of the entity.

script.zs
// SmallFireball.blockPosition() as BlockPos;
mySmallFireball.blockPosition();

Return Type: BlockPos

Getter
Gets the x coordinate of the entity.
script.zs
// SmallFireball.blockX as int
mySmallFireball.blockX

Return Type: int

blockX() as int
Gets the x coordinate of the entity.

Returns: The x coordinate of the entity.

script.zs
// SmallFireball.blockX() as int;
mySmallFireball.blockX();

Return Type: int

Getter
Gets the y coordinate of the entity.
script.zs
// SmallFireball.blockY as int
mySmallFireball.blockY

Return Type: int

blockY() as int
Gets the y coordinate of the entity.

Returns: The y coordinate of the entity.

script.zs
// SmallFireball.blockY() as int;
mySmallFireball.blockY();

Return Type: int

Getter
Gets the z coordinate of the entity.
script.zs
// SmallFireball.blockZ as int
mySmallFireball.blockZ

Return Type: int

blockZ() as int
Gets the z coordinate of the entity.

Returns: The z coordinate of the entity.

script.zs
// SmallFireball.blockZ() as int;
mySmallFireball.blockZ();

Return Type: int

Getter
Gets the bounding box of the entity.
script.zs
// SmallFireball.boundingBox as AABB
mySmallFireball.boundingBox

Return Type: AABB

boundingBox() as AABB
Gets the bounding box of the entity.

Returns: The bounding box of the entity.

script.zs
// SmallFireball.boundingBox() as AABB;
mySmallFireball.boundingBox();

Return Type: AABB

Getter
Gets the bounding box for culling of the entity.
script.zs
// SmallFireball.boundingBoxForCulling as AABB
mySmallFireball.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
Gets the bounding box for culling of the entity.

Returns: The bounding box for culling of the entity.

script.zs
// SmallFireball.boundingBoxForCulling() as AABB;
mySmallFireball.boundingBoxForCulling();

Return Type: AABB

Getter
Checks if the entity can be collided with.
script.zs
// SmallFireball.canBeCollidedWith as bool
mySmallFireball.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
Checks if the entity can be collided with.

Returns: true if the entity can be collided with.

script.zs
// SmallFireball.canBeCollidedWith() as bool;
mySmallFireball.canBeCollidedWith();

Return Type: bool

canCollideWith(other as Entity) as bool
Checks if the entity can collide with the given entity.

Returns: true if the entity can collide with the given entity.

script.zs
// SmallFireball.canCollideWith(other as Entity) as bool;
mySmallFireball.canCollideWith(myEntity);

Parameters:

other Type: Entity - The entity to check if the entity can collide with.

Return Type: bool

Getter
Checks if the entity can freeze.
script.zs
// SmallFireball.canFreeze as bool
mySmallFireball.canFreeze

Return Type: bool

canFreeze() as bool
Checks if the entity can freeze.

Returns: Whether the entity can freeze.

script.zs
// SmallFireball.canFreeze() as bool;
mySmallFireball.canFreeze();

Return Type: bool

clearFire()
Clears the fire of the entity.
script.zs
// SmallFireball.clearFire();
mySmallFireball.clearFire();
closerThan(other as Entity, distance as double) as bool
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.

script.zs
// SmallFireball.closerThan(other as Entity, distance as double) as bool;
mySmallFireball.closerThan(myEntity, myDouble);

Parameters:

other Type: Entity - The other entity to check the distance to.
distance Type: double - The distance to check.

Return Type: bool

Getter
Gets the Level used when sending commands as this entity.
script.zs
// SmallFireball.commandSenderWorld as Level
mySmallFireball.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
Gets the Level used when sending commands as this entity.

Returns: The Level used when sending commands as this entity.

script.zs
// SmallFireball.commandSenderWorld() as Level;
mySmallFireball.commandSenderWorld();

Return Type: Level

Getter
Gets the controlling passenger of the entity.
script.zs
// SmallFireball.controllingPassenger as Entity
mySmallFireball.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
Gets the controlling passenger of the entity.

Returns: The controlling passenger of the entity.

script.zs
// SmallFireball.controllingPassenger() as Entity;
mySmallFireball.controllingPassenger();

Return Type: Entity

Getter
Gets the custom NBT data for this Entity.
script.zs
// SmallFireball.customData as MapData
mySmallFireball.customData

Return Type: MapData

customData() as MapData
Gets the custom NBT data for this Entity.

Returns: The custom data for this Entity.

script.zs
// SmallFireball.customData() as MapData;
mySmallFireball.customData();

Return Type: MapData

Getter
Gets the custom name of the entity.
script.zs
// SmallFireball.customName as Component
mySmallFireball.customName

Return Type: Component

Getter
script.zs
// SmallFireball.customName as Component
mySmallFireball.customName

Return Type: Component

customName() as Component
Gets the custom name of the entity.

Returns: The custom name of the entity.

script.zs
// SmallFireball.customName() as Component;
mySmallFireball.customName();

Return Type: Component

customName() as Component
script.zs
// SmallFireball.customName() as Component;
mySmallFireball.customName();

Return Type: Component

Getter
Checks if the entity dampens vibrations, such as net.minecraft.world.entity.item.ItemEntitys who's item is in the dampens_vibrations item tag.
script.zs
// SmallFireball.dampensVibrations as bool
mySmallFireball.dampensVibrations

Return Type: bool

dampensVibrations() as bool
Checks if the entity dampens vibrations, such as net.minecraft.world.entity.item.ItemEntitys who's item is in the dampens_vibrations item tag.

Returns: true if the entity dampens vibrations.

script.zs
// SmallFireball.dampensVibrations() as bool;
mySmallFireball.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// SmallFireball.data as MapData
mySmallFireball.data

Return Type: MapData

data() as MapData
Gets the NBT data of this Entity.

Returns: The NBT data of this Entity.

script.zs
// SmallFireball.data() as MapData;
mySmallFireball.data();

Return Type: MapData

Getter
Gets the delta movement of the entity.
script.zs
// SmallFireball.deltaMovement as Vec3
mySmallFireball.deltaMovement

Return Type: Vec3

Setter
Sets the delta movement of the entity.
script.zs
// SmallFireball.deltaMovement = (deltaMovement as Vec3);
mySmallFireball.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3 - The delta movement to set.
deltaMovement() as Vec3
Gets the delta movement of the entity.

Returns: The delta movement of the entity.

script.zs
// SmallFireball.deltaMovement() as Vec3;
mySmallFireball.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
Sets the delta movement of the entity.
script.zs
// SmallFireball.deltaMovement(deltaMovement as Vec3);
mySmallFireball.deltaMovement(myVec3);

Parameters:

deltaMovement Type: Vec3 - The delta movement to set.
Getter
Gets the dimension changing delay of the entity.
script.zs
// SmallFireball.dimensionChangingDelay as int
mySmallFireball.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
Gets the dimension changing delay of the entity.

Returns: The dimension changing delay of the entity.

script.zs
// SmallFireball.dimensionChangingDelay() as int;
mySmallFireball.dimensionChangingDelay();

Return Type: int

Getter
Gets the direction of the entity.
script.zs
// SmallFireball.direction as Direction
mySmallFireball.direction

Return Type: Direction

direction() as Direction
Gets the direction of the entity.

Returns: The direction of the entity.

script.zs
// SmallFireball.direction() as Direction;
mySmallFireball.direction();

Return Type: Direction

discard()
Discards the entity.
script.zs
// SmallFireball.discard();
mySmallFireball.discard();
Getter
Checks if the entity dismounts underwater.
script.zs
// SmallFireball.dismountsUnderwater as bool
mySmallFireball.dismountsUnderwater

Return Type: bool

dismountsUnderwater() as bool
Checks if the entity dismounts underwater.

Returns: true if the entity dismounts underwater.

script.zs
// SmallFireball.dismountsUnderwater() as bool;
mySmallFireball.dismountsUnderwater();

Return Type: bool

Getter
Gets the display name of the entity.
script.zs
// SmallFireball.displayName as Component
mySmallFireball.displayName

Return Type: Component

Getter
script.zs
// SmallFireball.displayName as Component
mySmallFireball.displayName

Return Type: Component

displayName() as Component
Gets the display name of the entity.

Returns: The display name of the entity.

script.zs
// SmallFireball.displayName() as Component;
mySmallFireball.displayName();

Return Type: Component

displayName() as Component
script.zs
// SmallFireball.displayName() as Component;
mySmallFireball.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
Gets the distance to the given entity.

Returns: The distance to the given entity.

script.zs
// SmallFireball.distanceTo(entity as Entity) as float;
mySmallFireball.distanceTo(myEntity);

Parameters:

entity Type: Entity - The entity to get the distance to.

Return Type: float

distanceToSqr(x as double, y as double, z as double) as double
Gets the squared distance to the given position.

Returns: The squared distance to the given position.

script.zs
// SmallFireball.distanceToSqr(x as double, y as double, z as double) as double;
mySmallFireball.distanceToSqr(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x position to get the squared distance to.
y Type: double - The y position to get the squared distance to.
z Type: double - The z position to get the squared distance to.

Return Type: double

distanceToSqr(entity as Entity) as double
Gets the squared distance to the given entity.

Returns: The squared distance to the given entity.

script.zs
// SmallFireball.distanceToSqr(entity as Entity) as double;
mySmallFireball.distanceToSqr(myEntity);

Parameters:

entity Type: Entity - The entity to get the squared distance to.

Return Type: double

distanceToSqr(vec as Vec3) as double
Gets the squared distance to the given vector.

Returns: The squared distance to the given vector.

script.zs
// SmallFireball.distanceToSqr(vec as Vec3) as double;
mySmallFireball.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3 - The vector to get the squared distance to.

Return Type: double

Getter
Gets the effect source of the projectile.
script.zs
// SmallFireball.effectSource as Entity
mySmallFireball.effectSource

Return Type: Entity

effectSource() as Entity
Gets the effect source of the projectile.

Returns: The effect source of the projectile.

script.zs
// SmallFireball.effectSource() as Entity;
mySmallFireball.effectSource();

Return Type: Entity

ejectPassengers()
Ejects the passengers of the entity.
script.zs
// SmallFireball.ejectPassengers();
mySmallFireball.ejectPassengers();
Getter
Gets the eye height of the entity.
script.zs
// SmallFireball.eyeHeight as float
mySmallFireball.eyeHeight

Return Type: float

eyeHeight() as float
Gets the eye height of the entity.

Returns: The eye height of the entity.

script.zs
// SmallFireball.eyeHeight() as float;
mySmallFireball.eyeHeight();

Return Type: float

Getter
Gets the eye position of the entity.
script.zs
// SmallFireball.eyePosition as Vec3
mySmallFireball.eyePosition

Return Type: Vec3

eyePosition() as Vec3
Gets the eye position of the entity.

Returns: The eye position of the entity.

script.zs
// SmallFireball.eyePosition() as Vec3;
mySmallFireball.eyePosition();

Return Type: Vec3

Getter
Gets the y coordinate of the entity's eyes.
script.zs
// SmallFireball.eyeY as double
mySmallFireball.eyeY

Return Type: double

eyeY() as double
Gets the y coordinate of the entity's eyes.

Returns: The y coordinate of the entity's eyes.

script.zs
// SmallFireball.eyeY() as double;
mySmallFireball.eyeY();

Return Type: double

Getter
Checks if the entity is fire immune.
script.zs
// SmallFireball.fireImmune as bool
mySmallFireball.fireImmune

Return Type: bool

fireImmune() as bool
Checks if the entity is fire immune.

Returns: true if the entity is fire immune.

script.zs
// SmallFireball.fireImmune() as bool;
mySmallFireball.fireImmune();

Return Type: bool

Getter
Gets the remaining fire ticks of the entity.
script.zs
// SmallFireball.fireTicks as int
mySmallFireball.fireTicks

Return Type: int

Setter
Sets the remaining fire ticks of the entity.
script.zs
// SmallFireball.fireTicks = (ticks as int);
mySmallFireball.fireTicks = myInt;

Parameters:

ticks Type: int - The number of ticks to set the remaining fire ticks to.
fireTicks(ticks as int)
Sets the remaining fire ticks of the entity.
script.zs
// SmallFireball.fireTicks(ticks as int);
mySmallFireball.fireTicks(myInt);

Parameters:

ticks Type: int - The number of ticks to set the remaining fire ticks to.
fireTicks() as int
Gets the remaining fire ticks of the entity.

Returns: The remaining fire ticks of the entity.

script.zs
// SmallFireball.fireTicks() as int;
mySmallFireball.fireTicks();

Return Type: int

Getter
Gets the first passenger of the entity.
script.zs
// SmallFireball.firstPassenger as Entity
mySmallFireball.firstPassenger

Return Type: Entity

firstPassenger() as Entity
Gets the first passenger of the entity.

Returns: The first passenger of the entity.

script.zs
// SmallFireball.firstPassenger() as Entity;
mySmallFireball.firstPassenger();

Return Type: Entity

Getter
Gets the fluid jump threshold of the entity.
script.zs
// SmallFireball.fluidJumpThreshold as double
mySmallFireball.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
Gets the fluid jump threshold of the entity.

Returns: The fluid jump threshold of the entity.

script.zs
// SmallFireball.fluidJumpThreshold() as double;
mySmallFireball.fluidJumpThreshold();

Return Type: double

Getter
Gets the forward vector of the entity.
script.zs
// SmallFireball.forward as Vec3
mySmallFireball.forward

Return Type: Vec3

forward() as Vec3
Gets the forward vector of the entity.

Returns: The forward vector of the entity.

script.zs
// SmallFireball.forward() as Vec3;
mySmallFireball.forward();

Return Type: Vec3

getAttachmentData(type as AttachmentType<T>) as T
script.zs
// SmallFireball.getAttachmentData<T>(type as AttachmentType<T>) as T;
mySmallFireball.getAttachmentData<T>(myAttachmentType);

Parameters:

type Type: AttachmentType<T>

Return Type: T

getAttachmentData(type as Supplier<AttachmentType<T>>) as T
script.zs
// SmallFireball.getAttachmentData<T>(type as Supplier<AttachmentType<T>>) as T;
mySmallFireball.getAttachmentData<T>(mySupplier);

Parameters:

type Type: Supplier<AttachmentType<T>>

Return Type: T

getEyePosition(partialTicks as float) as Vec3
Gets the eye position of the entity.

Returns: The eye position of the entity.

script.zs
// SmallFireball.getEyePosition(partialTicks as float) as Vec3;
mySmallFireball.getEyePosition(myFloat);

Parameters:

partialTicks Type: float - The partial ticks to get the eye position for.

Return Type: Vec3

getPosition(partialTicks as float) as Vec3
Gets the position of the entity.

Returns: The position of the entity.

script.zs
// SmallFireball.getPosition(partialTicks as float) as Vec3;
mySmallFireball.getPosition(myFloat);

Parameters:

partialTicks Type: float - The partial ticks to get the position for.

Return Type: Vec3

getUpVector(partialTicks as float) as Vec3
Gets the up vector of the entity.

Returns: The up vector of the entity.

script.zs
// SmallFireball.getUpVector(partialTicks as float) as Vec3;
mySmallFireball.getUpVector(myFloat);

Parameters:

partialTicks Type: float - The partial ticks to get the up vector for.

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
Gets the view vector of the entity.

Returns: The view vector of the entity.

script.zs
// SmallFireball.getViewVector(partialTicks as float) as Vec3;
mySmallFireball.getViewVector(myFloat);

Parameters:

partialTicks Type: float - The partial ticks to get the view vector for.

Return Type: Vec3

getX(scale as double) as double
Gets the x coordinate of the entity with the given scale.

Returns: The x coordinate of the entity.

script.zs
// SmallFireball.getX(scale as double) as double;
mySmallFireball.getX(myDouble);

Parameters:

scale Type: double - The scale to get the x coordinate of the entity.

Return Type: double

getY(scale as double) as double
Gets the y coordinate of the entity with the given scale.

Returns: The y coordinate of the entity.

script.zs
// SmallFireball.getY(scale as double) as double;
mySmallFireball.getY(myDouble);

Parameters:

scale Type: double - The scale to get the y coordinate of the entity.

Return Type: double

getZ(scale as double) as double
Gets the z coordinate of the entity with the given scale.

Returns: The z coordinate of the entity.

script.zs
// SmallFireball.getZ(scale as double) as double;
mySmallFireball.getZ(myDouble);

Parameters:

scale Type: double - The scale to get the z coordinate of the entity.

Return Type: double

hasAttachmentData(type as AttachmentType<T>) as bool
script.zs
// SmallFireball.hasAttachmentData<T>(type as AttachmentType<T>) as bool;
mySmallFireball.hasAttachmentData<T>(myAttachmentType);

Parameters:

type Type: AttachmentType<T>

Return Type: bool

hasAttachmentData(type as Supplier<AttachmentType<T>>) as bool
script.zs
// SmallFireball.hasAttachmentData<T>(type as Supplier<AttachmentType<T>>) as bool;
mySmallFireball.hasAttachmentData<T>(mySupplier);

Parameters:

type Type: Supplier<AttachmentType<T>>

Return Type: bool

Getter
Checks if the entity has a custom name.
script.zs
// SmallFireball.hasCustomName as bool
mySmallFireball.hasCustomName

Return Type: bool

Getter
script.zs
// SmallFireball.hasCustomName as bool
mySmallFireball.hasCustomName

Return Type: bool

hasCustomName() as bool
Checks if the entity has a custom name.

Returns: true if the entity has a custom name.

script.zs
// SmallFireball.hasCustomName() as bool;
mySmallFireball.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// SmallFireball.hasCustomName() as bool;
mySmallFireball.hasCustomName();

Return Type: bool

Getter
Checks if the entity has exactly one player passenger.
script.zs
// SmallFireball.hasExactlyOnePlayerPassenger as bool
mySmallFireball.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
Checks if the entity has exactly one player passenger.

Returns: true if the entity has exactly one player passenger.

script.zs
// SmallFireball.hasExactlyOnePlayerPassenger() as bool;
mySmallFireball.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
Checks if the entity is currently glowing.
script.zs
// SmallFireball.hasGlowingTag as bool
mySmallFireball.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
Checks if the entity is currently glowing.

Returns: true if the entity is currently glowing.

script.zs
// SmallFireball.hasGlowingTag() as bool;
mySmallFireball.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
Checks if the entity has an indirect passenger.

Returns: true if the entity has an indirect passenger.

script.zs
// SmallFireball.hasIndirectPassenger(entity as Entity) as bool;
mySmallFireball.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity - The entity to check.

Return Type: bool

hasPassenger(entity as Entity) as bool
Checks if the entity has a passenger.

Returns: true if the entity has the given passenger.

script.zs
// SmallFireball.hasPassenger(entity as Entity) as bool;
mySmallFireball.hasPassenger(myEntity);

Parameters:

entity Type: Entity - The entity to check.

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as 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.

script.zs
// SmallFireball.hasPassenger(predicate as function(t as Entity) as bool) as bool;
mySmallFireball.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool - The predicate to check.

Return Type: bool

hurt(source as DamageSource, amount as float) as bool
Hurts the entity with the given DamageSource and amount.

Returns: true if the entity was hurt.

script.zs
// SmallFireball.hurt(source as DamageSource, amount as float) as bool;
mySmallFireball.hurt(myDamageSource, myFloat);

Parameters:

source Type: DamageSource - The DamageSource to hurt the entity with.
amount Type: float - The amount of damage to deal.

Return Type: bool

Getter
Gets the ID of the entity.
script.zs
// SmallFireball.id as int
mySmallFireball.id

Return Type: int

id() as int
Gets the ID of the entity.

Returns: The ID of the entity.

script.zs
// SmallFireball.id() as int;
mySmallFireball.id();

Return Type: int

Getter
Gets the BlockState that this entity is currently inside.
script.zs
// SmallFireball.inBlockState as BlockState
mySmallFireball.inBlockState

Return Type: BlockState

inBlockState() as BlockState
Gets the BlockState that this entity is currently inside.

Returns: The block state that this entity is currently inside

script.zs
// SmallFireball.inBlockState() as BlockState;
mySmallFireball.inBlockState();

Return Type: BlockState

Getter
Checks if the entity is alive.
script.zs
// SmallFireball.isAlive as bool
mySmallFireball.isAlive

Return Type: bool

isAlive() as bool
Checks if the entity is alive.

Returns: true if the entity is alive.

script.zs
// SmallFireball.isAlive() as bool;
mySmallFireball.isAlive();

Return Type: bool

Getter
Checks if the entity is always ticking.
script.zs
// SmallFireball.isAlwaysTicking as bool
mySmallFireball.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
Checks if the entity is always ticking.

Returns: true if the entity is always ticking.

script.zs
// SmallFireball.isAlwaysTicking() as bool;
mySmallFireball.isAlwaysTicking();

Return Type: bool

Getter
Checks if the entity is attackable.
script.zs
// SmallFireball.isAttackable as bool
mySmallFireball.isAttackable

Return Type: bool

isAttackable() as bool
Checks if the entity is attackable.

Returns: true if the entity is attackable.

script.zs
// SmallFireball.isAttackable() as bool;
mySmallFireball.isAttackable();

Return Type: bool

isColliding(pos as BlockPos, state as BlockState) as 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.

script.zs
// SmallFireball.isColliding(pos as BlockPos, state as BlockState) as bool;
mySmallFireball.isColliding(myBlockPos, myBlockState);

Parameters:

pos Type: BlockPos - The position of the block to check.
state Type: BlockState - The state of the block to check.

Return Type: bool

Getter
Checks if the entity is crouching.
script.zs
// SmallFireball.isCrouching as bool
mySmallFireball.isCrouching

Return Type: bool

isCrouching() as bool
Checks if the entity is crouching.

Returns: true if the entity is crouching.

script.zs
// SmallFireball.isCrouching() as bool;
mySmallFireball.isCrouching();

Return Type: bool

Getter
Checks if the entity is currently glowing.
script.zs
// SmallFireball.isCurrentlyGlowing as bool
mySmallFireball.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
Checks if the entity is currently glowing.

Returns: true if the entity is currently glowing.

script.zs
// SmallFireball.isCurrentlyGlowing() as bool;
mySmallFireball.isCurrentlyGlowing();

Return Type: bool

Getter
Checks if the custom name of the entity is visible.
script.zs
// SmallFireball.isCustomNameVisible as bool
mySmallFireball.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
Checks if the custom name of the entity is visible.

Returns: true if the custom name is visible.

script.zs
// SmallFireball.isCustomNameVisible() as bool;
mySmallFireball.isCustomNameVisible();

Return Type: bool

Getter
Checks if the entity is descending.
script.zs
// SmallFireball.isDescending as bool
mySmallFireball.isDescending

Return Type: bool

isDescending() as bool
Checks if the entity is descending.

Returns: true if the entity is descending.

script.zs
// SmallFireball.isDescending() as bool;
mySmallFireball.isDescending();

Return Type: bool

Getter
Checks if the entity is being discrete.
script.zs
// SmallFireball.isDiscrete as bool
mySmallFireball.isDiscrete

Return Type: bool

isDiscrete() as bool
Checks if the entity is being discrete.

Returns: true if the entity is being discrete.

script.zs
// SmallFireball.isDiscrete() as bool;
mySmallFireball.isDiscrete();

Return Type: bool

isFree(x as double, y as double, z as double) as 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.

script.zs
// SmallFireball.isFree(x as double, y as double, z as double) as bool;
mySmallFireball.isFree(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x position to check.
y Type: double - The y position to check.
z Type: double - The z position to check.

Return Type: bool

Getter
Checks if the entity is fully frozen.
script.zs
// SmallFireball.isFullyFrozen as bool
mySmallFireball.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
Checks if the entity is fully frozen.

Returns: true if the entity is fully frozen.

script.zs
// SmallFireball.isFullyFrozen() as bool;
mySmallFireball.isFullyFrozen();

Return Type: bool

Getter
Checks if the entity is in lava.
script.zs
// SmallFireball.isInLava as bool
mySmallFireball.isInLava

Return Type: bool

isInLava() as bool
Checks if the entity is in lava.

Returns: true if the entity is in lava.

script.zs
// SmallFireball.isInLava() as bool;
mySmallFireball.isInLava();

Return Type: bool

Getter
Checks if the entity is invisible.
script.zs
// SmallFireball.isInvisible as bool
mySmallFireball.isInvisible

Return Type: bool

isInvisible() as bool
Checks if the entity is invisible.

Returns: true if the entity is invisible.

script.zs
// SmallFireball.isInvisible() as bool;
mySmallFireball.isInvisible();

Return Type: bool

isInvisibleTo(player as Player) as bool
Checks if the entity is invisible to the given Player.

Returns: true if the entity is invisible to the player.

script.zs
// SmallFireball.isInvisibleTo(player as Player) as bool;
mySmallFireball.isInvisibleTo(myPlayer);

Parameters:

player Type: Player - The player to check.

Return Type: bool

Getter
Checks if the entity is invulnerable.
script.zs
// SmallFireball.isInvulnerable as bool
mySmallFireball.isInvulnerable

Return Type: bool

isInvulnerable() as bool
Checks if the entity is invulnerable.

Returns: true if the entity is invulnerable.

script.zs
// SmallFireball.isInvulnerable() as bool;
mySmallFireball.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
Checks if the entity is invulnerable to the given DamageSource.

Returns: true if the entity is invulnerable to the damage source.

script.zs
// SmallFireball.isInvulnerableTo(source as DamageSource) as bool;
mySmallFireball.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource - The damage source to check.

Return Type: bool

Getter
Checks if the entity is in a wall.
script.zs
// SmallFireball.isInWall as bool
mySmallFireball.isInWall

Return Type: bool

isInWall() as bool
Checks if the entity is in a wall.

Returns: true if the entity is in a wall.

script.zs
// SmallFireball.isInWall() as bool;
mySmallFireball.isInWall();

Return Type: bool

Getter
Checks if the entity is in water.
script.zs
// SmallFireball.isInWater as bool
mySmallFireball.isInWater

Return Type: bool

isInWater() as bool
Checks if the entity is in water.

Returns: true if the entity is in water.

script.zs
// SmallFireball.isInWater() as bool;
mySmallFireball.isInWater();

Return Type: bool

Getter
Checks if the entity is in water or a bubble column.
script.zs
// SmallFireball.isInWaterOrBubble as bool
mySmallFireball.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
Checks if the entity is in water or a bubble column.

Returns: true if the entity is in water or a bubble column.

script.zs
// SmallFireball.isInWaterOrBubble() as bool;
mySmallFireball.isInWaterOrBubble();

Return Type: bool

Getter
Checks if the entity is in water or rain.
script.zs
// SmallFireball.isInWaterOrRain as bool
mySmallFireball.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
Checks if the entity is in water or rain.

Returns: true if the entity is in water or rain.

script.zs
// SmallFireball.isInWaterOrRain() as bool;
mySmallFireball.isInWaterOrRain();

Return Type: bool

Getter
Checks if the entity is in water or rain or a bubble column.
script.zs
// SmallFireball.isInWaterRainOrBubble as bool
mySmallFireball.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as 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.

script.zs
// SmallFireball.isInWaterRainOrBubble() as bool;
mySmallFireball.isInWaterRainOrBubble();

Return Type: bool

Getter
Checks if the entity has no gravity.
script.zs
// SmallFireball.isNoGravity as bool
mySmallFireball.isNoGravity

Return Type: bool

isNoGravity() as bool
Checks if the entity has no gravity.

Returns: true if the entity has no gravity.

script.zs
// SmallFireball.isNoGravity() as bool;
mySmallFireball.isNoGravity();

Return Type: bool

Getter
Checks if the entity is on fire.
script.zs
// SmallFireball.isOnFire as bool
mySmallFireball.isOnFire

Return Type: bool

isOnFire() as bool
Checks if the entity is on fire.

Returns: true if the entity is on fire.

script.zs
// SmallFireball.isOnFire() as bool;
mySmallFireball.isOnFire();

Return Type: bool

Getter
Checks if the entity is on portal cooldown.
script.zs
// SmallFireball.isOnPortalCooldown as bool
mySmallFireball.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
Checks if the entity is on portal cooldown.

Returns: true if the entity is on portal cooldown.

script.zs
// SmallFireball.isOnPortalCooldown() as bool;
mySmallFireball.isOnPortalCooldown();

Return Type: bool

Getter
Checks if the entity is a passenger.
script.zs
// SmallFireball.isPassenger as bool
mySmallFireball.isPassenger

Return Type: bool

isPassenger() as bool
Checks if the entity is a passenger.

Returns: true if the entity is a passenger.

script.zs
// SmallFireball.isPassenger() as bool;
mySmallFireball.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
Checks if the entity is a passenger of the same vehicle.

Returns: true if the entity is a passenger of the same vehicle.

script.zs
// SmallFireball.isPassengerOfSameVehicle(entity as Entity) as bool;
mySmallFireball.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity - The entity to check.

Return Type: bool

Getter
Checks if the entity is pickable.
script.zs
// SmallFireball.isPickable as bool
mySmallFireball.isPickable

Return Type: bool

isPickable() as bool
Checks if the entity is pickable.

Returns: true if the entity is pickable.

script.zs
// SmallFireball.isPickable() as bool;
mySmallFireball.isPickable();

Return Type: bool

Getter
Checks if the entity is pushable.
script.zs
// SmallFireball.isPushable as bool
mySmallFireball.isPushable

Return Type: bool

isPushable() as bool
Checks if the entity is pushable.

Returns: true if the entity is pushable.

script.zs
// SmallFireball.isPushable() as bool;
mySmallFireball.isPushable();

Return Type: bool

Getter
Checks if the entity is pushed by fluid.
script.zs
// SmallFireball.isPushedByFluid as bool
mySmallFireball.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
Checks if the entity is pushed by fluid.

Returns: true if the entity is pushed by fluid.

script.zs
// SmallFireball.isPushedByFluid() as bool;
mySmallFireball.isPushedByFluid();

Return Type: bool

Getter
Checks if the entity has been removed.
script.zs
// SmallFireball.isRemoved as bool
mySmallFireball.isRemoved

Return Type: bool

isRemoved() as bool
Checks if the entity has been removed.

Returns: Whether the entity has been removed.

script.zs
// SmallFireball.isRemoved() as bool;
mySmallFireball.isRemoved();

Return Type: bool

Getter
Checks if the shift key is down.
script.zs
// SmallFireball.isShiftKeyDown as bool
mySmallFireball.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
Checks if the shift key is down.

Returns: true if the shift key is down.

script.zs
// SmallFireball.isShiftKeyDown() as bool;
mySmallFireball.isShiftKeyDown();

Return Type: bool

Getter
Checks if the entity is silent, meaning it won't play any sounds.
script.zs
// SmallFireball.isSilent as bool
mySmallFireball.isSilent

Return Type: bool

isSilent() as bool
Checks if the entity is silent, meaning it won't play any sounds.

Returns: true if the entity is silent.

script.zs
// SmallFireball.isSilent() as bool;
mySmallFireball.isSilent();

Return Type: bool

Getter
Checks if the entity is a spectator.
script.zs
// SmallFireball.isSpectator as bool
mySmallFireball.isSpectator

Return Type: bool

isSpectator() as bool
Checks if the entity is a spectator.

Returns: true if the entity is a spectator.

script.zs
// SmallFireball.isSpectator() as bool;
mySmallFireball.isSpectator();

Return Type: bool

Getter
Checks if the entity is sprinting.
script.zs
// SmallFireball.isSprinting as bool
mySmallFireball.isSprinting

Return Type: bool

isSprinting() as bool
Checks if the entity is sprinting.

Returns: true if the entity is sprinting.

script.zs
// SmallFireball.isSprinting() as bool;
mySmallFireball.isSprinting();

Return Type: bool

Getter
Checks if the entity is stepping carefully.
script.zs
// SmallFireball.isSteppingCarefully as bool
mySmallFireball.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
Checks if the entity is stepping carefully.

Returns: true if the entity is stepping carefully.

script.zs
// SmallFireball.isSteppingCarefully() as bool;
mySmallFireball.isSteppingCarefully();

Return Type: bool

Getter
Checks if the entity is suppressing bounce.
script.zs
// SmallFireball.isSuppressingBounce as bool
mySmallFireball.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
Checks if the entity is suppressing bounce.

Returns: true if the entity is suppressing bounce.

script.zs
// SmallFireball.isSuppressingBounce() as bool;
mySmallFireball.isSuppressingBounce();

Return Type: bool

Getter
Checks if the entity is swimming.
script.zs
// SmallFireball.isSwimming as bool
mySmallFireball.isSwimming

Return Type: bool

isSwimming() as bool
Checks if the entity is swimming.

Returns: true if the entity is swimming.

script.zs
// SmallFireball.isSwimming() as bool;
mySmallFireball.isSwimming();

Return Type: bool

Getter
Checks if the entity is underwater.
script.zs
// SmallFireball.isUnderWater as bool
mySmallFireball.isUnderWater

Return Type: bool

isUnderWater() as bool
Checks if the entity is underwater.

Returns: true if the entity is underwater.

script.zs
// SmallFireball.isUnderWater() as bool;
mySmallFireball.isUnderWater();

Return Type: bool

Getter
Checks if the entity is a vehicle.
script.zs
// SmallFireball.isVehicle as bool
mySmallFireball.isVehicle

Return Type: bool

isVehicle() as bool
Checks if the entity is a vehicle.

Returns: true if the entity is a vehicle.

script.zs
// SmallFireball.isVehicle() as bool;
mySmallFireball.isVehicle();

Return Type: bool

Getter
Checks if the entity is visually crawling.
script.zs
// SmallFireball.isVisuallyCrawling as bool
mySmallFireball.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
Checks if the entity is visually crawling.

Returns: true if the entity is visually crawling.

script.zs
// SmallFireball.isVisuallyCrawling() as bool;
mySmallFireball.isVisuallyCrawling();

Return Type: bool

Getter
Checks if the entity is visually swimming.
script.zs
// SmallFireball.isVisuallySwimming as bool
mySmallFireball.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
Checks if the entity is visually swimming.

Returns: true if the entity is visually swimming.

script.zs
// SmallFireball.isVisuallySwimming() as bool;
mySmallFireball.isVisuallySwimming();

Return Type: bool

Getter
Gets the item from this supplier
script.zs
// SmallFireball.item as ItemStack
mySmallFireball.item

Return Type: ItemStack

item() as ItemStack
Gets the item from this supplier

Returns: The item of the item supplier.

script.zs
// SmallFireball.item() as ItemStack;
mySmallFireball.item();

Return Type: ItemStack

kill()
Kills the entity.
script.zs
// SmallFireball.kill();
mySmallFireball.kill();
lavaHurt()
Causes the entity to take damage from lava.
script.zs
// SmallFireball.lavaHurt();
mySmallFireball.lavaHurt();
Getter
Gets the Level of the entity.
script.zs
// SmallFireball.level as Level
mySmallFireball.level

Return Type: Level

Getter
Gets the look angle of the entity.
script.zs
// SmallFireball.lookAngle as Vec3
mySmallFireball.lookAngle

Return Type: Vec3

lookAngle() as Vec3
Gets the look angle of the entity.

Returns: The look angle of the entity.

script.zs
// SmallFireball.lookAngle() as Vec3;
mySmallFireball.lookAngle();

Return Type: Vec3

Getter
Gets the maximum air supply of the entity.
script.zs
// SmallFireball.maxAirSupply as int
mySmallFireball.maxAirSupply

Return Type: int

maxAirSupply() as int
Gets the maximum air supply of the entity.

Returns: The maximum air supply of the entity.

script.zs
// SmallFireball.maxAirSupply() as int;
mySmallFireball.maxAirSupply();

Return Type: int

Getter
Gets the maximum fall distance of the entity.
script.zs
// SmallFireball.maxFallDistance as int
mySmallFireball.maxFallDistance

Return Type: int

maxFallDistance() as int
Gets the maximum fall distance of the entity.

Returns: The maximum fall distance of the entity.

script.zs
// SmallFireball.maxFallDistance() as int;
mySmallFireball.maxFallDistance();

Return Type: int

Getter
Gets the motion direction of the entity.
script.zs
// SmallFireball.motionDirection as Direction
mySmallFireball.motionDirection

Return Type: Direction

motionDirection() as Direction
Gets the motion direction of the entity.

Returns: The motion direction of the entity.

script.zs
// SmallFireball.motionDirection() as Direction;
mySmallFireball.motionDirection();

Return Type: Direction

moveRelative(amount as float, relative as Vec3)
Moves the entity relative to its current position.
script.zs
// SmallFireball.moveRelative(amount as float, relative as Vec3);
mySmallFireball.moveRelative(myFloat, myVec3);

Parameters:

amount Type: float - The amount to move the entity by.
relative Type: Vec3 - The relative position to move the entity by.
moveTo(vec as Vec3)
Moves the entity to the given position.
script.zs
// SmallFireball.moveTo(vec as Vec3);
mySmallFireball.moveTo(myVec3);

Parameters:

vec Type: Vec3 - The position to move the entity to.
moveTo(x as double, y as double, z as double)
Moves the entity to the given position.
script.zs
// SmallFireball.moveTo(x as double, y as double, z as double);
mySmallFireball.moveTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x position to move the entity to.
y Type: double - The y position to move the entity to.
z Type: double - The z position to move the entity to.
moveTo(pos as BlockPos, yaw as float, pitch as float)
Moves the entity to the given position.
script.zs
// SmallFireball.moveTo(pos as BlockPos, yaw as float, pitch as float);
mySmallFireball.moveTo(myBlockPos, myFloat, myFloat);

Parameters:

pos Type: BlockPos - The position to move the entity to.
yaw Type: float - The yaw to move the entity to.
pitch Type: float - The pitch to move the entity to.
moveTo(x as double, y as double, z as double, yaw as float, pitch as float)
Moves the entity to the given position.
script.zs
// 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 Type: double - The x position to move the entity to.
y Type: double - The y position to move the entity to.
z Type: double - The z position to move the entity to.
yaw Type: float - The yaw to move the entity to.
pitch Type: float - The pitch to move the entity to.
Getter
Gets the name of the entity.
script.zs
// SmallFireball.name as Component
mySmallFireball.name

Return Type: Component

Getter
script.zs
// SmallFireball.name as Component
mySmallFireball.name

Return Type: Component

name() as Component
Gets the name of the entity.

Returns: The name of the entity.

script.zs
// SmallFireball.name() as Component;
mySmallFireball.name();

Return Type: Component

name() as Component
script.zs
// SmallFireball.name() as Component;
mySmallFireball.name();

Return Type: Component

Getter
Checks if the entity is on the ground.
script.zs
// SmallFireball.onGround as bool
mySmallFireball.onGround

Return Type: bool

Getter
Gets the position of the entity on the ground.
script.zs
// SmallFireball.onPos as BlockPos
mySmallFireball.onPos

Return Type: BlockPos

onPos() as BlockPos
Gets the position of the entity on the ground.

Returns: The position of the entity on the ground.

script.zs
// SmallFireball.onPos() as BlockPos;
mySmallFireball.onPos();

Return Type: BlockPos

Getter
Gets the owner of the projectile.
script.zs
// SmallFireball.owner as Entity
mySmallFireball.owner

Return Type: Entity

Setter
Sets the owner of the projectile.
script.zs
// SmallFireball.owner = (entity as Entity);
mySmallFireball.owner = myEntity;

Parameters:

entity Type: Entity - The entity to set as the owner.
owner(entity as Entity)
Sets the owner of the projectile.
script.zs
// SmallFireball.owner(entity as Entity);
mySmallFireball.owner(myEntity);

Parameters:

entity Type: Entity - The entity to set as the owner.
owner() as Entity
Gets the owner of the projectile.

Returns: The owner of the projectile.

script.zs
// SmallFireball.owner() as Entity;
mySmallFireball.owner();

Return Type: Entity

Getter
Gets the passengers of the entity.
script.zs
// SmallFireball.passengers as List<Entity>
mySmallFireball.passengers

Return Type: List<Entity>

passengers() as List<Entity>
Gets the passengers of the entity.

Returns: The passengers of the entity.

script.zs
// SmallFireball.passengers() as List<Entity>;
mySmallFireball.passengers();

Return Type: List<Entity>

Getter
Gets the percent the entity is frozen.
script.zs
// SmallFireball.percentFrozen as float
mySmallFireball.percentFrozen

Return Type: float

percentFrozen() as float
Gets the percent the entity is frozen.

Returns: The percent the entity is frozen.

script.zs
// SmallFireball.percentFrozen() as float;
mySmallFireball.percentFrozen();

Return Type: float

Getter
Gets the piston push reaction of the entity.
script.zs
// SmallFireball.pistonPushReaction as PushReaction
mySmallFireball.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
Gets the piston push reaction of the entity.

Returns: The piston push reaction of the entity.

script.zs
// SmallFireball.pistonPushReaction() as PushReaction;
mySmallFireball.pistonPushReaction();

Return Type: PushReaction

playSound(sound as SoundEvent, volume as float, pitch as float)
Plays a sound at the entity's location.
script.zs
// SmallFireball.playSound(sound as SoundEvent, volume as float, pitch as float);
mySmallFireball.playSound(mySoundEvent, myFloat, myFloat);

Parameters:

sound Type: SoundEvent - The sound to play.
volume Type: float - The volume of the sound.
pitch Type: float - The pitch of the sound.
Getter
Gets the position of the entity.
script.zs
// SmallFireball.position as Vec3
mySmallFireball.position

Return Type: Vec3

position() as Vec3
Gets the position of the entity.

Returns: The position of the entity.

script.zs
// SmallFireball.position() as Vec3;
mySmallFireball.position();

Return Type: Vec3

positionRider(entity as Entity)
Positions the rider of the entity.
script.zs
// SmallFireball.positionRider(entity as Entity);
mySmallFireball.positionRider(myEntity);

Parameters:

entity Type: Entity - The entity to position the rider of.
Getter
Gets the registry name of the entity.
script.zs
// SmallFireball.registryName as ResourceLocation
mySmallFireball.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
Gets the registry name of the entity.

Returns: The registry name of the entity.

script.zs
// SmallFireball.registryName() as ResourceLocation;
mySmallFireball.registryName();

Return Type: ResourceLocation

removeTag(tagName as string) as bool
Removes a tag from the entity.

Returns: true if the tag was removed.

script.zs
// SmallFireball.removeTag(tagName as string) as bool;
mySmallFireball.removeTag(myString);

Parameters:

tagName Type: string - The name of the tag to remove.

Return Type: bool

removeVehicle()
Removes the vehicle of the entity.
script.zs
// SmallFireball.removeVehicle();
mySmallFireball.removeVehicle();
Getter
Gets the root vehicle of the entity.
script.zs
// SmallFireball.rootVehicle as Entity
mySmallFireball.rootVehicle

Return Type: Entity

rootVehicle() as Entity
Gets the root vehicle of the entity.

Returns: The root vehicle of the entity.

script.zs
// SmallFireball.rootVehicle() as Entity;
mySmallFireball.rootVehicle();

Return Type: Entity

sendMessage(component as Component)
Sends a message to the command source.
script.zs
// SmallFireball.sendMessage(component as Component);
mySmallFireball.sendMessage(myComponent);

Parameters:

component Type: Component - The message to send.
setAirSupply(air as int)
Sets the air supply of the entity.
script.zs
// SmallFireball.setAirSupply(air as int);
mySmallFireball.setAirSupply(myInt);

Parameters:

air Type: int - The new air supply of the entity.
setAttachmentData(type as AttachmentType<T>, data as T) as T?
script.zs
// SmallFireball.setAttachmentData<T>(type as AttachmentType<T>, data as T) as T?;
mySmallFireball.setAttachmentData<T>(myAttachmentType, myT);

Parameters:

type Type: AttachmentType<T>
data Type: T

Return Type: T?

setAttachmentData(type as Supplier<AttachmentType<T>>, data as T) as T?
script.zs
// SmallFireball.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;
mySmallFireball.setAttachmentData<T>(mySupplier, myT);

Parameters:

type Type: Supplier<AttachmentType<T>>
data Type: T

Return Type: T?

setCustomName(name as Component)
Sets the custom name of the entity.
script.zs
// SmallFireball.setCustomName(name as Component);
mySmallFireball.setCustomName(myComponent);

Parameters:

name Type: Component - The new custom name of the entity.
setCustomNameVisible(visible as bool)
Sets the custom name visible state of the entity.
script.zs
// SmallFireball.setCustomNameVisible(visible as bool);
mySmallFireball.setCustomNameVisible(myBool);

Parameters:

visible Type: bool - true if the custom name should be visible.
setDeltaMovement(xDelta as double, yDelta as double, zDelta as double)
Sets the delta movement of the entity.
script.zs
// SmallFireball.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
mySmallFireball.setDeltaMovement(myDouble, myDouble, myDouble);

Parameters:

xDelta Type: double - The x delta movement to set.
yDelta Type: double - The y delta movement to set.
zDelta Type: double - The z delta movement to set.
setGlowingTag(glowing as bool)
Makes the entity glow.
script.zs
// SmallFireball.setGlowingTag(glowing as bool);
mySmallFireball.setGlowingTag(myBool);

Parameters:

glowing Type: bool - true if the entity should be glowing.
setInvisible(invisible as bool)
Sets the invisible state of the entity.
script.zs
// SmallFireball.setInvisible(invisible as bool);
mySmallFireball.setInvisible(myBool);

Parameters:

invisible Type: bool - true if the entity should be invisible.
setInvulnerable(invulnerable as bool)
Sets the invulnerable state of the entity.
script.zs
// SmallFireball.setInvulnerable(invulnerable as bool);
mySmallFireball.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool - true if the entity should be invulnerable.
setIsInPowderSnow(inPowderSnow as bool)
Sets whether the entity is in powder snow.
script.zs
// SmallFireball.setIsInPowderSnow(inPowderSnow as bool);
mySmallFireball.setIsInPowderSnow(myBool);

Parameters:

inPowderSnow Type: bool - Whether the entity is in powder snow.
setNoGravity(noGravity as bool)
Sets if the entity has no gravity.
script.zs
// SmallFireball.setNoGravity(noGravity as bool);
mySmallFireball.setNoGravity(myBool);

Parameters:

noGravity Type: bool - The no gravity state to set the entity to.
setOldPosAndRot()
Sets the old position and rotation of the entity.
script.zs
// SmallFireball.setOldPosAndRot();
mySmallFireball.setOldPosAndRot();
setOnGround(onGround as bool)
Sets if the entity is on the ground.
script.zs
// SmallFireball.setOnGround(onGround as bool);
mySmallFireball.setOnGround(myBool);

Parameters:

onGround Type: bool - The on ground state to set the entity to.
setPortalCooldown()
Sets the portal cooldown of the entity.
script.zs
// SmallFireball.setPortalCooldown();
mySmallFireball.setPortalCooldown();
setPos(position as Vec3)
Sets the position of the entity.
script.zs
// SmallFireball.setPos(position as Vec3);
mySmallFireball.setPos(myVec3);

Parameters:

position Type: Vec3 - The position to set the entity to.
setPos(x as double, y as double, z as double)
Sets the position of the entity.
script.zs
// SmallFireball.setPos(x as double, y as double, z as double);
mySmallFireball.setPos(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x position to set the entity to.
y Type: double - The y position to set the entity to.
z Type: double - The z position to set the entity to.
setPosRaw(x as double, y as double, z as double)
Sets the position of the entity to the given coordinates.
script.zs
// SmallFireball.setPosRaw(x as double, y as double, z as double);
mySmallFireball.setPosRaw(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x coordinate to set the position to.
y Type: double - The y coordinate to set the position to.
z Type: double - The z coordinate to set the position to.
setRemoved(var1 as RemovalReason)
Removes this entity with the given removal reason.
script.zs
// SmallFireball.setRemoved(var1 as RemovalReason);
mySmallFireball.setRemoved(myRemovalReason);

Parameters:

var1 Type: RemovalReason - The removal reason to set.
setShiftKeyDown(keyDown as bool)
Sets the shift key down state of the entity.
script.zs
// SmallFireball.setShiftKeyDown(keyDown as bool);
mySmallFireball.setShiftKeyDown(myBool);

Parameters:

keyDown Type: bool - true if the shift key is down.
setSilent(silent as bool)
Sets if the entity is silent.
script.zs
// SmallFireball.setSilent(silent as bool);
mySmallFireball.setSilent(myBool);

Parameters:

silent Type: bool - The silent state to set the entity to.
setSprinting(sprinting as bool)
Sets the sprinting state of the entity.
script.zs
// SmallFireball.setSprinting(sprinting as bool);
mySmallFireball.setSprinting(myBool);

Parameters:

sprinting Type: bool - true if the entity should be sprinting.
setSwimming(swimming as bool)
Sets the swimming state of the entity.
script.zs
// SmallFireball.setSwimming(swimming as bool);
mySmallFireball.setSwimming(myBool);

Parameters:

swimming Type: bool - true if the entity should be swimming.
setTicksFrozen(ticks as int)
Sets the number of ticks the entity has been frozen.
script.zs
// SmallFireball.setTicksFrozen(ticks as int);
mySmallFireball.setTicksFrozen(myInt);

Parameters:

ticks Type: int - The new number of ticks the entity has been frozen.
Getter
Checks if the entity should be saved.
script.zs
// SmallFireball.shouldBeSaved as bool
mySmallFireball.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
Checks if the entity should be saved.

Returns: true if the entity should be saved.

script.zs
// SmallFireball.shouldBeSaved() as bool;
mySmallFireball.shouldBeSaved();

Return Type: bool

Getter
Checks if the commands from this source should inform admins.
script.zs
// SmallFireball.shouldInformAdmins as bool
mySmallFireball.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
Checks if the commands from this source should inform admins.

Returns: True if the commands from this source should inform admins, false otherwise.

script.zs
// SmallFireball.shouldInformAdmins() as bool;
mySmallFireball.shouldInformAdmins();

Return Type: bool

Getter
Checks if the entity should show its name.
script.zs
// SmallFireball.shouldShowName as bool
mySmallFireball.shouldShowName

Return Type: bool

shouldShowName() as bool
Checks if the entity should show its name.

Returns: true if the entity should show its name.

script.zs
// SmallFireball.shouldShowName() as bool;
mySmallFireball.shouldShowName();

Return Type: bool

Getter
Checks if the entity should show vehicle health.
script.zs
// SmallFireball.showVehicleHealth as bool
mySmallFireball.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
Checks if the entity should show vehicle health.

Returns: true if the entity should show vehicle health.

script.zs
// SmallFireball.showVehicleHealth() as bool;
mySmallFireball.showVehicleHealth();

Return Type: bool

Getter
Gets the SoundSource of the entity.
script.zs
// SmallFireball.soundSource as SoundSource
mySmallFireball.soundSource

Return Type: SoundSource

soundSource() as SoundSource
Gets the SoundSource of the entity.

Returns: The sound source of the entity.

script.zs
// SmallFireball.soundSource() as SoundSource;
mySmallFireball.soundSource();

Return Type: SoundSource

startRiding(entity as Entity) as bool
Starts riding the given entity.

Returns: true if the entity started riding.

script.zs
// SmallFireball.startRiding(entity as Entity) as bool;
mySmallFireball.startRiding(myEntity);

Parameters:

entity Type: Entity - The entity to start riding.

Return Type: bool

startRiding(entity as Entity, force as bool) as bool
Starts riding the given entity.

Returns: true if the entity started riding.

script.zs
// SmallFireball.startRiding(entity as Entity, force as bool) as bool;
mySmallFireball.startRiding(myEntity, myBool);

Parameters:

entity Type: Entity - The entity to start riding.
force Type: bool - true if the entity should be forced to start riding.

Return Type: bool

stopRiding()
Stops riding the entity.
script.zs
// SmallFireball.stopRiding();
mySmallFireball.stopRiding();
Getter
Gets the UUID of the entity as a string.
script.zs
// SmallFireball.stringUUID as string
mySmallFireball.stringUUID

Return Type: string

stringUUID() as string
Gets the UUID of the entity as a string.

Returns: The UUID of the entity as a string.

script.zs
// SmallFireball.stringUUID() as string;
mySmallFireball.stringUUID();

Return Type: string

Getter
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.
script.zs
// SmallFireball.tags as Set<string>
mySmallFireball.tags

Return Type: Set<string>

tags() as 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.

script.zs
// SmallFireball.tags() as Set<string>;
mySmallFireball.tags();

Return Type: Set<string>

Getter
Gets the team color of the entity.
script.zs
// SmallFireball.teamColor as int
mySmallFireball.teamColor

Return Type: int

teamColor() as int
Gets the team color of the entity.

Returns: The team color of the entity.

script.zs
// SmallFireball.teamColor() as int;
mySmallFireball.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
Teleports the entity to the given position.
script.zs
// SmallFireball.teleportTo(x as double, y as double, z as double);
mySmallFireball.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double - The x coordinate to teleport to.
y Type: double - The y coordinate to teleport to.
z Type: double - The z coordinate to teleport to.
Getter
Gets the number of ticks the entity has been frozen.
script.zs
// SmallFireball.ticksFrozen as int
mySmallFireball.ticksFrozen

Return Type: int

ticksFrozen() as int
Gets the number of ticks the entity has been frozen.

Returns: The number of ticks the entity has been frozen.

script.zs
// SmallFireball.ticksFrozen() as int;
mySmallFireball.ticksFrozen();

Return Type: int

Getter
Gets the number of ticks required to freeze the entity.
script.zs
// SmallFireball.ticksRequiredToFreeze as int
mySmallFireball.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
Gets the number of ticks required to freeze the entity.

Returns: The number of ticks required to freeze the entity.

script.zs
// SmallFireball.ticksRequiredToFreeze() as int;
mySmallFireball.ticksRequiredToFreeze();

Return Type: int

turn(yaw as double, pitch as double)
Turns the entity.
script.zs
// SmallFireball.turn(yaw as double, pitch as double);
mySmallFireball.turn(myDouble, myDouble);

Parameters:

yaw Type: double - The yaw to turn the entity to.
pitch Type: double - The pitch to turn the entity to.
Getter
Gets the EntityType of the entity.
script.zs
// SmallFireball.type as EntityType<Entity>
mySmallFireball.type

Return Type: EntityType<Entity>

type() as EntityType<Entity>
Gets the EntityType of the entity.

Returns: The EntityType of the entity.

script.zs
// SmallFireball.type() as EntityType<Entity>;
mySmallFireball.type();

Return Type: EntityType<Entity>

unRide()
Removes any passengers and stops riding the current entity.
script.zs
// SmallFireball.unRide();
mySmallFireball.unRide();
updateCustomData(data as MapData)
Updates the custom NBT data for this Entity.
script.zs
// SmallFireball.updateCustomData(data as MapData);
mySmallFireball.updateCustomData({custom: "data"});

Parameters:

data Type: MapData - The custom data to store.
updateCustomEntityTag(level as Level, player as Player, data as MapData)
script.zs
// SmallFireball.updateCustomEntityTag(level as Level, player as Player, data as MapData);
mySmallFireball.updateCustomEntityTag(myLevel, myPlayer, myMapData);

Parameters:

level Type: Level
player Type: Player
data Type: MapData
updateData(data as MapData)
Updates the NBT data of this Entity.
script.zs
// SmallFireball.updateData(data as MapData);
mySmallFireball.updateData({key: "value"});

Parameters:

data Type: MapData - The new Data for this Entity
Getter
Gets the UUID of the entity.
script.zs
// SmallFireball.uuid as UUID
mySmallFireball.uuid

Return Type: UUID

uuid() as UUID
Gets the UUID of the entity.

Returns: The UUID of the entity.

script.zs
// SmallFireball.uuid() as UUID;
mySmallFireball.uuid();

Return Type: UUID

Getter
Gets the vehicle of the entity.
script.zs
// SmallFireball.vehicle as Entity
mySmallFireball.vehicle

Return Type: Entity

vehicle() as Entity
Gets the vehicle of the entity.

Returns: The vehicle of the entity.

script.zs
// SmallFireball.vehicle() as Entity;
mySmallFireball.vehicle();

Return Type: Entity

Getter
Gets the x coordinate of the entity.
script.zs
// SmallFireball.x as double
mySmallFireball.x

Return Type: double

x() as double
Gets the x coordinate of the entity.

Returns: The x coordinate of the entity.

script.zs
// SmallFireball.x() as double;
mySmallFireball.x();

Return Type: double

Getter
Gets the y coordinate of the entity.
script.zs
// SmallFireball.y as double
mySmallFireball.y

Return Type: double

y() as double
Gets the y coordinate of the entity.

Returns: The y coordinate of the entity.

script.zs
// SmallFireball.y() as double;
mySmallFireball.y();

Return Type: double

Getter
Gets the z coordinate of the entity.
script.zs
// SmallFireball.z as double
mySmallFireball.z

Return Type: double

z() as double
Gets the z coordinate of the entity.

Returns: The z coordinate of the entity.

script.zs
// SmallFireball.z() as double;
mySmallFireball.z();

Return Type: double