Animal
Importing the class
If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at the top of the file.
import crafttweaker.api.entity.type.animal.Animal;
Extends
Animal extends AgeableMob
.
Implements
Animal
implements the following interfaces:
Targeting
,Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces
EquipmentUser
,Leashable
,Attackable
,ILivingEntityExtension
,SyncedDataHolder
,ScoreHolder
,IEntityExtension
,INBTSerializable<CompoundTag>
Members
// Animal.absorptionAmount as floatmyAnimal.absorptionAmount
Return Type:
float
// Animal.absorptionAmount() as float;myAnimal.absorptionAmount();
Return Type:
float
// Animal.acceptsFailure as boolmyAnimal.acceptsFailure
Return Type:
bool
// Animal.acceptsFailure() as bool;myAnimal.acceptsFailure();
Return Type:
bool
// Animal.acceptsSuccess as boolmyAnimal.acceptsSuccess
Return Type:
bool
// Animal.acceptsSuccess() as bool;myAnimal.acceptsSuccess();
Return Type:
bool
myAnimal.activeEffects
Return Type:
Collection<MobEffectInstance>
myAnimal.activeEffectsMap
Return Type:
MobEffectInstance[MobEffect]
myAnimal.addEffect(myMobEffectInstance);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
Return Type:
bool
myAnimal.addEffect(myMobEffectInstance, myEntity);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
Return Type:
bool
// Animal.addTag(tagName as string) as bool;myAnimal.addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Animal.aggressive as boolmyAnimal.aggressive
Return Type:
bool
// Animal.aggressive = (value as bool);myAnimal.aggressive = myBool;
Parameters:
value: bool
Type: bool
// Animal.airSupply as intmyAnimal.airSupply
Return Type:
int
// Animal.airSupply() as int;myAnimal.airSupply();
Return Type:
int
// Animal.alwaysAccepts as boolmyAnimal.alwaysAccepts
Return Type:
bool
// Animal.alwaysAccepts() as bool;myAnimal.alwaysAccepts();
Return Type:
bool
// Animal.ambientSoundInterval as intmyAnimal.ambientSoundInterval
Return Type:
int
// Animal.armorCoverPercentage as floatmyAnimal.armorCoverPercentage
Return Type:
float
// Animal.armorCoverPercentage() as float;myAnimal.armorCoverPercentage();
Return Type:
float
// Animal.armorValue as intmyAnimal.armorValue
Return Type:
int
// Animal.armorValue() as int;myAnimal.armorValue();
Return Type:
int
// Animal.arrowCount as intmyAnimal.arrowCount
Return Type:
int
// Animal.arrowCount() as int;myAnimal.arrowCount();
Return Type:
int
// Animal.ate();myAnimal.ate();
// Animal.attackable as boolmyAnimal.attackable
Return Type:
bool
// Animal.attackable() as bool;myAnimal.attackable();
Return Type:
bool
// Animal.baby = (value as bool);myAnimal.baby = myBool;
Parameters:
value: bool
Type: bool
// Animal.bbHeight as floatmyAnimal.bbHeight
Return Type:
float
// Animal.bbHeight() as float;myAnimal.bbHeight();
Return Type:
float
// Animal.bbWidth as floatmyAnimal.bbWidth
Return Type:
float
// Animal.bbWidth() as float;myAnimal.bbWidth();
Return Type:
float
// Animal.blockX as intmyAnimal.blockX
Return Type:
int
// Animal.blockX() as int;myAnimal.blockX();
Return Type:
int
// Animal.blockY as intmyAnimal.blockY
Return Type:
int
// Animal.blockY() as int;myAnimal.blockY();
Return Type:
int
// Animal.blockZ as intmyAnimal.blockZ
Return Type:
int
// Animal.blockZ() as int;myAnimal.blockZ();
Return Type:
int
myAnimal.canAttack(myLivingEntity);
Parameters:
target: LivingEntity
Type: LivingEntity
Return Type:
bool
myAnimal.canBeAffected(myMobEffectInstance);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
Return Type:
bool
// Animal.canBeCollidedWith as boolmyAnimal.canBeCollidedWith
Return Type:
bool
// Animal.canBeCollidedWith() as bool;myAnimal.canBeCollidedWith();
Return Type:
bool
// Animal.canBeLeashed() as bool;myAnimal.canBeLeashed();
Return Type:
bool
// Animal.canBeSeenAsEnemy as boolmyAnimal.canBeSeenAsEnemy
Return Type:
bool
// Animal.canBeSeenAsEnemy() as bool;myAnimal.canBeSeenAsEnemy();
Return Type:
bool
// Animal.canBeSeenByAnyone as boolmyAnimal.canBeSeenByAnyone
Return Type:
bool
// Animal.canBeSeenByAnyone() as bool;myAnimal.canBeSeenByAnyone();
Return Type:
bool
// Animal.canBreatheUnderwater as boolmyAnimal.canBreatheUnderwater
Return Type:
bool
// Animal.canBreatheUnderwater() as bool;myAnimal.canBreatheUnderwater();
Return Type:
bool
// Animal.canFAllInLove as boolmyAnimal.canFAllInLove
Return Type:
bool
myAnimal.canFireProjectileWeapon(myProjectileWeaponItem);
Parameters:
weapon: ProjectileWeaponItem
Type: ProjectileWeaponItem
Return Type:
bool
// Animal.canFreeze as boolmyAnimal.canFreeze
Return Type:
bool
// Animal.canFreeze() as bool;myAnimal.canFreeze();
Return Type:
bool
// Animal.canPickUpLoot as boolmyAnimal.canPickUpLoot
Return Type:
bool
// Animal.canPickUpLoot = (value as bool);myAnimal.canPickUpLoot = myBool;
Parameters:
value: bool
Type: bool
myAnimal.checkSpawnObstruction(myLevelReader);
Parameters:
level: LevelReader
Type: LevelReader
Return Type:
bool
myAnimal.checkSpawnRules(myLevelAccessor, myMobSpawnType);
Parameters:
level: LevelAccessor
Type: LevelAccessor
spawnType: MobSpawnType
Type: MobSpawnType
Return Type:
bool
// Animal.clearFire();myAnimal.clearFire();
// Animal.clearRestriction();myAnimal.clearRestriction();
// Animal.clearSleepingPos();myAnimal.clearSleepingPos();
// Animal.dampensVibrations as boolmyAnimal.dampensVibrations
Return Type:
bool
// Animal.dampensVibrations() as bool;myAnimal.dampensVibrations();
Return Type:
bool
myAnimal.die(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
// Animal.dimensionChangingDelay as intmyAnimal.dimensionChangingDelay
Return Type:
int
// Animal.dimensionChangingDelay() as int;myAnimal.dimensionChangingDelay();
Return Type:
int
// Animal.discard();myAnimal.discard();
// Animal.dismountsUnderwater as boolmyAnimal.dismountsUnderwater
Return Type:
bool
// Animal.distanceToSqr(x as double, y as double, z as double) as double;myAnimal.distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// Animal.dropLeash(broadcastPacket as bool, dropLeash as bool);myAnimal.dropLeash(myBool, myBool);
Parameters:
broadcastPacket: bool
Type: bool
dropLeash: bool
Type: bool
// Animal.ejectPassengers();myAnimal.ejectPassengers();
// Animal.eyeHeight as floatmyAnimal.eyeHeight
Return Type:
float
// Animal.eyeHeight() as float;myAnimal.eyeHeight();
Return Type:
float
// Animal.eyeY as doublemyAnimal.eyeY
Return Type:
double
// Animal.eyeY() as double;myAnimal.eyeY();
Return Type:
double
// Animal.fallFlyingTicks as intmyAnimal.fallFlyingTicks
Return Type:
int
// Animal.fallFlyingTicks() as int;myAnimal.fallFlyingTicks();
Return Type:
int
// Animal.finalizeSpawnChildFromBreeding(level as ServerLevel, otherParent as Animal, child as AgeableMob);myAnimal.finalizeSpawnChildFromBreeding(myServerLevel, myAnimal, myAgeableMob);
Parameters:
level: ServerLevel
Type: ServerLevel
child: AgeableMob
Type: AgeableMob
// Animal.fireImmune as boolmyAnimal.fireImmune
Return Type:
bool
// Animal.fireImmune() as bool;myAnimal.fireImmune();
Return Type:
bool
// Animal.fireTicks as intmyAnimal.fireTicks
Return Type:
int
// Animal.fireTicks = (ticks as int);myAnimal.fireTicks = myInt;
Parameters:
ticks: int
Type: int
// Animal.fluidJumpThreshold as doublemyAnimal.fluidJumpThreshold
Return Type:
double
// Animal.fluidJumpThreshold() as double;myAnimal.fluidJumpThreshold();
Return Type:
double
myAnimal.forceAddEffect(myMobEffectInstance, myEntity);
Parameters:
effectInstance: MobEffectInstance
Type: MobEffectInstance
myAnimal.getAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
T
myAnimal.getAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
T
myAnimal.getAttribute(myAttribute);
Return Type:
AttributeInstance
myAnimal.getEffect(myMobEffect);
Return Type:
MobEffectInstance
myAnimal.getItemBySlot(myEquipmentSlot);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
Return Type:
ItemStack
myAnimal.getItemInHand(myInteractionHand);
Parameters:
hand: InteractionHand
Type: InteractionHand
Return Type:
ItemStack
// Animal.getRestrictRadius as floatmyAnimal.getRestrictRadius
Return Type:
float
// Animal.getSwimAmount(partialTicks as float) as float;myAnimal.getSwimAmount(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
float
// Animal.getX(scale as double) as double;myAnimal.getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Animal.getY(scale as double) as double;myAnimal.getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// Animal.getZ(scale as double) as double;myAnimal.getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
myAnimal.hasAttachmentData<T>(myAttachmentType);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
Return Type:
bool
myAnimal.hasAttachmentData<T>(mySupplier);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
Return Type:
bool
// Animal.hasCustomName as boolmyAnimal.hasCustomName
Return Type:
bool
// Animal.hasCustomName as boolmyAnimal.hasCustomName
Return Type:
bool
// Animal.hasCustomName() as bool;myAnimal.hasCustomName();
Return Type:
bool
// Animal.hasCustomName() as bool;myAnimal.hasCustomName();
Return Type:
bool
// Animal.hasExactlyOnePlayerPassenger as boolmyAnimal.hasExactlyOnePlayerPassenger
Return Type:
bool
// Animal.hasExactlyOnePlayerPassenger() as bool;myAnimal.hasExactlyOnePlayerPassenger();
Return Type:
bool
// Animal.hasGlowingTag as boolmyAnimal.hasGlowingTag
Return Type:
bool
// Animal.hasGlowingTag() as bool;myAnimal.hasGlowingTag();
Return Type:
bool
myAnimal.hasItemInSlot(myEquipmentSlot);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
Return Type:
bool
// Animal.hasRestriction as boolmyAnimal.hasRestriction
Return Type:
bool
// Animal.heal(amount as float);myAnimal.heal(myFloat);
Parameters:
amount: float
Type: float
// Animal.health as floatmyAnimal.health
Return Type:
float
// Animal.health() as float;myAnimal.health();
Return Type:
float
myAnimal.hurt(myDamageSource, myFloat);
Parameters:
source: DamageSource
Type: DamageSource
amount: float
Type: float
Return Type:
bool
// Animal.id as intmyAnimal.id
Return Type:
int
// Animal.id() as int;myAnimal.id();
Return Type:
int
// Animal.inBlockState as BlockStatemyAnimal.inBlockState
Return Type:
BlockState
// Animal.inLoveTime as intmyAnimal.inLoveTime
Return Type:
int
// Animal.inLoveTime = (inLove as int);myAnimal.inLoveTime = myInt;
Parameters:
inLove: int
Type: int
// Animal.isAffectedByPotions as boolmyAnimal.isAffectedByPotions
Return Type:
bool
// Animal.isAffectedByPotions() as bool;myAnimal.isAffectedByPotions();
Return Type:
bool
// Animal.isAlive as boolmyAnimal.isAlive
Return Type:
bool
// Animal.isAlive() as bool;myAnimal.isAlive();
Return Type:
bool
// Animal.isAlwaysTicking as boolmyAnimal.isAlwaysTicking
Return Type:
bool
// Animal.isAlwaysTicking() as bool;myAnimal.isAlwaysTicking();
Return Type:
bool
// Animal.isAttackable as boolmyAnimal.isAttackable
Return Type:
bool
// Animal.isAttackable() as bool;myAnimal.isAttackable();
Return Type:
bool
// Animal.isAutoSpinAttack as boolmyAnimal.isAutoSpinAttack
Return Type:
bool
// Animal.isAutoSpinAttack() as bool;myAnimal.isAutoSpinAttack();
Return Type:
bool
// Animal.isBaby as boolmyAnimal.isBaby
Return Type:
bool
// Animal.isBaby() as bool;myAnimal.isBaby();
Return Type:
bool
// Animal.isBlocking as boolmyAnimal.isBlocking
Return Type:
bool
// Animal.isBlocking() as bool;myAnimal.isBlocking();
Return Type:
bool
myAnimal.isColliding(myBlockPos, myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// Animal.isCrouching as boolmyAnimal.isCrouching
Return Type:
bool
// Animal.isCrouching() as bool;myAnimal.isCrouching();
Return Type:
bool
// Animal.isCurrentlyGlowing as boolmyAnimal.isCurrentlyGlowing
Return Type:
bool
// Animal.isCurrentlyGlowing as boolmyAnimal.isCurrentlyGlowing
Return Type:
bool
// Animal.isCurrentlyGlowing() as bool;myAnimal.isCurrentlyGlowing();
Return Type:
bool
// Animal.isCurrentlyGlowing() as bool;myAnimal.isCurrentlyGlowing();
Return Type:
bool
// Animal.isCustomNameVisible as boolmyAnimal.isCustomNameVisible
Return Type:
bool
// Animal.isCustomNameVisible() as bool;myAnimal.isCustomNameVisible();
Return Type:
bool
myAnimal.isDamageSourceBlocked(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// Animal.isDeadOrDying as boolmyAnimal.isDeadOrDying
Return Type:
bool
// Animal.isDeadOrDying() as bool;myAnimal.isDeadOrDying();
Return Type:
bool
// Animal.isDescending as boolmyAnimal.isDescending
Return Type:
bool
// Animal.isDescending() as bool;myAnimal.isDescending();
Return Type:
bool
// Animal.isDiscrete as boolmyAnimal.isDiscrete
Return Type:
bool
// Animal.isDiscrete() as bool;myAnimal.isDiscrete();
Return Type:
bool
// Animal.isFallFlying as boolmyAnimal.isFallFlying
Return Type:
bool
// Animal.isFallFlying() as bool;myAnimal.isFallFlying();
Return Type:
bool
// Animal.isFree(x as double, y as double, z as double) as bool;myAnimal.isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// Animal.isFullyFrozen as boolmyAnimal.isFullyFrozen
Return Type:
bool
// Animal.isFullyFrozen() as bool;myAnimal.isFullyFrozen();
Return Type:
bool
myAnimal.isHolding(myItem);
Parameters:
item: ItemDefinition
Type: ItemDefinition
Return Type:
bool
// Animal.isInLava as boolmyAnimal.isInLava
Return Type:
bool
// Animal.isInLava() as bool;myAnimal.isInLava();
Return Type:
bool
// Animal.isInLove as boolmyAnimal.isInLove
Return Type:
bool
// Animal.isInvertedHealAndHarm as boolmyAnimal.isInvertedHealAndHarm
Return Type:
bool
// Animal.isInvertedHealAndHarm() as bool;myAnimal.isInvertedHealAndHarm();
Return Type:
bool
// Animal.isInvisible as boolmyAnimal.isInvisible
Return Type:
bool
// Animal.isInvisible() as bool;myAnimal.isInvisible();
Return Type:
bool
// Animal.isInvulnerable as boolmyAnimal.isInvulnerable
Return Type:
bool
// Animal.isInvulnerable() as bool;myAnimal.isInvulnerable();
Return Type:
bool
myAnimal.isInvulnerableTo(myDamageSource);
Parameters:
source: DamageSource
Type: DamageSource
Return Type:
bool
// Animal.isInWall as boolmyAnimal.isInWall
Return Type:
bool
// Animal.isInWall() as bool;myAnimal.isInWall();
Return Type:
bool
// Animal.isInWater as boolmyAnimal.isInWater
Return Type:
bool
// Animal.isInWater() as bool;myAnimal.isInWater();
Return Type:
bool
// Animal.isInWaterOrBubble as boolmyAnimal.isInWaterOrBubble
Return Type:
bool
// Animal.isInWaterOrBubble() as bool;myAnimal.isInWaterOrBubble();
Return Type:
bool
// Animal.isInWaterOrRain as boolmyAnimal.isInWaterOrRain
Return Type:
bool
// Animal.isInWaterOrRain() as bool;myAnimal.isInWaterOrRain();
Return Type:
bool
// Animal.isInWaterRainOrBubble as boolmyAnimal.isInWaterRainOrBubble
Return Type:
bool
// Animal.isInWaterRainOrBubble() as bool;myAnimal.isInWaterRainOrBubble();
Return Type:
bool
// Animal.isMaxGroupSizeReached(size as int) as bool;myAnimal.isMaxGroupSizeReached(myInt);
Parameters:
size: int
Type: int
Return Type:
bool
// Animal.isNoGravity as boolmyAnimal.isNoGravity
Return Type:
bool
// Animal.isNoGravity() as bool;myAnimal.isNoGravity();
Return Type:
bool
// Animal.isOnFire as boolmyAnimal.isOnFire
Return Type:
bool
// Animal.isOnFire() as bool;myAnimal.isOnFire();
Return Type:
bool
// Animal.isOnPortalCooldown as boolmyAnimal.isOnPortalCooldown
Return Type:
bool
// Animal.isOnPortalCooldown() as bool;myAnimal.isOnPortalCooldown();
Return Type:
bool
// Animal.isPassenger as boolmyAnimal.isPassenger
Return Type:
bool
// Animal.isPassenger() as bool;myAnimal.isPassenger();
Return Type:
bool
// Animal.isPersistenceRequired as boolmyAnimal.isPersistenceRequired
Return Type:
bool
// Animal.isPickable as boolmyAnimal.isPickable
Return Type:
bool
// Animal.isPickable() as bool;myAnimal.isPickable();
Return Type:
bool
// Animal.isPushable as boolmyAnimal.isPushable
Return Type:
bool
// Animal.isPushable() as bool;myAnimal.isPushable();
Return Type:
bool
// Animal.isPushedByFluid as boolmyAnimal.isPushedByFluid
Return Type:
bool
// Animal.isPushedByFluid() as bool;myAnimal.isPushedByFluid();
Return Type:
bool
// Animal.isRemoved as boolmyAnimal.isRemoved
Return Type:
bool
// Animal.isRemoved() as bool;myAnimal.isRemoved();
Return Type:
bool
// Animal.isSensitiveToWater as boolmyAnimal.isSensitiveToWater
Return Type:
bool
// Animal.isSensitiveToWater() as bool;myAnimal.isSensitiveToWater();
Return Type:
bool
// Animal.isShiftKeyDown as boolmyAnimal.isShiftKeyDown
Return Type:
bool
// Animal.isShiftKeyDown() as bool;myAnimal.isShiftKeyDown();
Return Type:
bool
// Animal.isSilent as boolmyAnimal.isSilent
Return Type:
bool
// Animal.isSilent() as bool;myAnimal.isSilent();
Return Type:
bool
// Animal.isSleeping as boolmyAnimal.isSleeping
Return Type:
bool
// Animal.isSleeping() as bool;myAnimal.isSleeping();
Return Type:
bool
// Animal.isSpectator as boolmyAnimal.isSpectator
Return Type:
bool
// Animal.isSpectator() as bool;myAnimal.isSpectator();
Return Type:
bool
// Animal.isSprinting as boolmyAnimal.isSprinting
Return Type:
bool
// Animal.isSprinting() as bool;myAnimal.isSprinting();
Return Type:
bool
// Animal.isSteppingCarefully as boolmyAnimal.isSteppingCarefully
Return Type:
bool
// Animal.isSteppingCarefully() as bool;myAnimal.isSteppingCarefully();
Return Type:
bool
// Animal.isSuppressingBounce as boolmyAnimal.isSuppressingBounce
Return Type:
bool
// Animal.isSuppressingBounce() as bool;myAnimal.isSuppressingBounce();
Return Type:
bool
// Animal.isSuppressingSlidingDownLadder as boolmyAnimal.isSuppressingSlidingDownLadder
Return Type:
bool
// Animal.isSuppressingSlidingDownLadder() as bool;myAnimal.isSuppressingSlidingDownLadder();
Return Type:
bool
// Animal.isSwimming as boolmyAnimal.isSwimming
Return Type:
bool
// Animal.isSwimming() as bool;myAnimal.isSwimming();
Return Type:
bool
// Animal.isUnderWater as boolmyAnimal.isUnderWater
Return Type:
bool
// Animal.isUnderWater() as bool;myAnimal.isUnderWater();
Return Type:
bool
// Animal.isUsingItem as boolmyAnimal.isUsingItem
Return Type:
bool
// Animal.isUsingItem() as bool;myAnimal.isUsingItem();
Return Type:
bool
// Animal.isVehicle as boolmyAnimal.isVehicle
Return Type:
bool
// Animal.isVehicle() as bool;myAnimal.isVehicle();
Return Type:
bool
// Animal.isVisuallyCrawling as boolmyAnimal.isVisuallyCrawling
Return Type:
bool
// Animal.isVisuallyCrawling() as bool;myAnimal.isVisuallyCrawling();
Return Type:
bool
// Animal.isVisuallySwimming as boolmyAnimal.isVisuallySwimming
Return Type:
bool
// Animal.isVisuallySwimming as boolmyAnimal.isVisuallySwimming
Return Type:
bool
// Animal.isVisuallySwimming() as bool;myAnimal.isVisuallySwimming();
Return Type:
bool
// Animal.isVisuallySwimming() as bool;myAnimal.isVisuallySwimming();
Return Type:
bool
myAnimal.isWithinMeleeAttackRange(myLivingEntity);
Parameters:
entity: LivingEntity
Type: LivingEntity
Return Type:
bool
// Animal.isWithinRestriction as boolmyAnimal.isWithinRestriction
Return Type:
bool
// Animal.jumpBoostPower as doublemyAnimal.jumpBoostPower
Return Type:
double
// Animal.jumpBoostPower() as double;myAnimal.jumpBoostPower();
Return Type:
double
// Animal.kill();myAnimal.kill();
// Animal.killCredit as LivingEntitymyAnimal.killCredit
Return Type:
LivingEntity
// Animal.knockback(x as double, y as double, z as double);myAnimal.knockback(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Animal.lastDamageSource as DamageSourcemyAnimal.lastDamageSource
Return Type:
DamageSource
// Animal.lastHurtByMob as LivingEntitymyAnimal.lastHurtByMob
Return Type:
LivingEntity
// Animal.lastHurtByMobTimestamp as intmyAnimal.lastHurtByMobTimestamp
Return Type:
int
// Animal.lastHurtByMobTimestamp() as int;myAnimal.lastHurtByMobTimestamp();
Return Type:
int
// Animal.lastHurtMob as LivingEntitymyAnimal.lastHurtMob
Return Type:
LivingEntity
// Animal.lastHurtMobTimestamp as intmyAnimal.lastHurtMobTimestamp
Return Type:
int
// Animal.lastHurtMobTimestamp() as int;myAnimal.lastHurtMobTimestamp();
Return Type:
int
// Animal.lavaHurt();myAnimal.lavaHurt();
// Animal.leashed as boolmyAnimal.leashed
Return Type:
bool
// Animal.leftHanded as boolmyAnimal.leftHanded
Return Type:
bool
// Animal.leftHanded = (value as bool);myAnimal.leftHanded = myBool;
Parameters:
value: bool
Type: bool
// Animal.lootTable as ResourceLocationmyAnimal.lootTable
Return Type:
ResourceLocation
// Animal.lootTableSeed as longmyAnimal.lootTableSeed
Return Type:
long
// Animal.loveCause as ServerPlayermyAnimal.loveCause
Return Type:
ServerPlayer
// Animal.mainArm as HumanoidArmmyAnimal.mainArm
Return Type:
HumanoidArm
// Animal.maxAirSupply as intmyAnimal.maxAirSupply
Return Type:
int
// Animal.maxAirSupply() as int;myAnimal.maxAirSupply();
Return Type:
int
// Animal.maxFallDistance as intmyAnimal.maxFallDistance
Return Type:
int
// Animal.maxFallDistance() as int;myAnimal.maxFallDistance();
Return Type:
int
// Animal.maxHeadRotSpeed as intmyAnimal.maxHeadRotSpeed
Return Type:
int
// Animal.maxHeadXRot as intmyAnimal.maxHeadXRot
Return Type:
int
// Animal.maxHeadYRot as intmyAnimal.maxHeadYRot
Return Type:
int
// Animal.maxHealth as floatmyAnimal.maxHealth
Return Type:
float
// Animal.maxHealth() as float;myAnimal.maxHealth();
Return Type:
float
// Animal.maxSpawnClusterSize as intmyAnimal.maxSpawnClusterSize
Return Type:
int
// Animal.moveTo(x as double, y as double, z as double);myAnimal.moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Animal.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);myAnimal.moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
yaw: float
Type: float
pitch: float
Type: float
// Animal.noActionTime as intmyAnimal.noActionTime
Return Type:
int
// Animal.noActionTime() as int;myAnimal.noActionTime();
Return Type:
int
// Animal.noAi as boolmyAnimal.noAi
Return Type:
bool
// Animal.noAi = (value as bool);myAnimal.noAi = myBool;
Parameters:
value: bool
Type: bool
// Animal.onGround as boolmyAnimal.onGround
Return Type:
bool
// Animal.percentFrozen as floatmyAnimal.percentFrozen
Return Type:
float
// Animal.percentFrozen() as float;myAnimal.percentFrozen();
Return Type:
float
// Animal.pistonPushReaction as PushReactionmyAnimal.pistonPushReaction
Return Type:
PushReaction
// Animal.playAmbientSound();myAnimal.playAmbientSound();
myAnimal.playSound(mySoundEvent, myFloat, myFloat);
Parameters:
// Animal.random as RandomSourcemyAnimal.random
Return Type:
RandomSource
// Animal.registryName as ResourceLocationmyAnimal.registryName
Return Type:
ResourceLocation
// Animal.releaseUsingItem();myAnimal.releaseUsingItem();
// Animal.removeAllEffects() as bool;myAnimal.removeAllEffects();
Return Type:
bool
myAnimal.removeEffectNoUpdate(myMobEffect);
Return Type:
MobEffectInstance
// Animal.removeTag(tagName as string) as bool;myAnimal.removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// Animal.removeVehicle();myAnimal.removeVehicle();
// Animal.resetLove();myAnimal.resetLove();
// Animal.scale as floatmyAnimal.scale
Return Type:
float
// Animal.scale() as float;myAnimal.scale();
Return Type:
float
// Animal.setAbsorptionAmount(absorption as float);myAnimal.setAbsorptionAmount(myFloat);
Parameters:
absorption: float
Type: float
// Animal.setAirSupply(air as int);myAnimal.setAirSupply(myInt);
Parameters:
air: int
Type: int
// Animal.setArrowCount(count as int);myAnimal.setArrowCount(myInt);
Parameters:
count: int
Type: int
myAnimal.setAttachmentData<T>(myAttachmentType, myT);
Parameters:
type: AttachmentType<T>
Type: AttachmentType<T>
data: T
Type: T
Return Type:
T?
myAnimal.setAttachmentData<T>(mySupplier, myT);
Parameters:
type: Supplier<AttachmentType<T>>
Type: Supplier<AttachmentType<T>>
data: T
Type: T
Return Type:
T?
// Animal.setCustomNameVisible(visible as bool);myAnimal.setCustomNameVisible(myBool);
Parameters:
visible: bool
Type: bool
// Animal.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);myAnimal.setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// Animal.setDiscardFriction(discardFriction as bool);myAnimal.setDiscardFriction(myBool);
Parameters:
discardFriction: bool
Type: bool
myAnimal.setDropChance(myEquipmentSlot, myFloat);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
chance: float
Type: float
// Animal.setGlowingTag(glowing as bool);myAnimal.setGlowingTag(myBool);
Parameters:
glowing: bool
Type: bool
myAnimal.setGuaranteedDrop(myEquipmentSlot);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
// Animal.setHealth(health as float);myAnimal.setHealth(myFloat);
Parameters:
health: float
Type: float
// Animal.setInvisible(invisible as bool);myAnimal.setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// Animal.setInvulnerable(invulnerable as bool);myAnimal.setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// Animal.setIsInPowderSnow(inPowderSnow as bool);myAnimal.setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
myAnimal.setItemInHand(myInteractionHand, myItemStack);
Parameters:
hand: InteractionHand
Type: InteractionHand
myAnimal.setItemSlot(myEquipmentSlot, myItemStack);
Parameters:
slot: EquipmentSlot
Type: EquipmentSlot
// Animal.setJumping(jumping as bool);myAnimal.setJumping(myBool);
Parameters:
jumping: bool
Type: bool
myAnimal.setLastHurtByMob(myLivingEntity);
Parameters:
entity: LivingEntity
Type: LivingEntity
// Animal.setNoActionTime(idleTime as int);myAnimal.setNoActionTime(myInt);
Parameters:
idleTime: int
Type: int
// Animal.setNoGravity(noGravity as bool);myAnimal.setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// Animal.setOldPosAndRot();myAnimal.setOldPosAndRot();
// Animal.setOnGround(onGround as bool);myAnimal.setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// Animal.setPersistenceRequired();myAnimal.setPersistenceRequired();
// Animal.setPortalCooldown();myAnimal.setPortalCooldown();
// Animal.setPos(x as double, y as double, z as double);myAnimal.setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Animal.setPosRaw(x as double, y as double, z as double);myAnimal.setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
myAnimal.setRemoved(myRemovalReason);
Parameters:
var1: RemovalReason
Type: RemovalReason
// Animal.setShiftKeyDown(keyDown as bool);myAnimal.setShiftKeyDown(myBool);
Parameters:
keyDown: bool
Type: bool
// Animal.setSilent(silent as bool);myAnimal.setSilent(myBool);
Parameters:
silent: bool
Type: bool
// Animal.setSpeed(speed as float);myAnimal.setSpeed(myFloat);
Parameters:
speed: float
Type: float
// Animal.setSprinting(sprinting as bool);myAnimal.setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// Animal.setStingerCount(count as int);myAnimal.setStingerCount(myInt);
Parameters:
count: int
Type: int
// Animal.setSwimming(swimming as bool);myAnimal.setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// Animal.setTicksFrozen(ticks as int);myAnimal.setTicksFrozen(myInt);
Parameters:
ticks: int
Type: int
// Animal.shouldBeSaved as boolmyAnimal.shouldBeSaved
Return Type:
bool
// Animal.shouldBeSaved() as bool;myAnimal.shouldBeSaved();
Return Type:
bool
// Animal.shouldDiscardFriction as boolmyAnimal.shouldDiscardFriction
Return Type:
bool
// Animal.shouldDiscardFriction() as bool;myAnimal.shouldDiscardFriction();
Return Type:
bool
// Animal.shouldInformAdmins as boolmyAnimal.shouldInformAdmins
Return Type:
bool
// Animal.shouldInformAdmins() as bool;myAnimal.shouldInformAdmins();
Return Type:
bool
// Animal.shouldShowName as boolmyAnimal.shouldShowName
Return Type:
bool
// Animal.shouldShowName() as bool;myAnimal.shouldShowName();
Return Type:
bool
// Animal.showVehicleHealth as boolmyAnimal.showVehicleHealth
Return Type:
bool
// Animal.showVehicleHealth() as bool;myAnimal.showVehicleHealth();
Return Type:
bool
// Animal.soundSource as SoundSourcemyAnimal.soundSource
Return Type:
SoundSource
myAnimal.spawnChildFromBreeding(myServerLevel, myAnimal);
Parameters:
level: ServerLevel
Type: ServerLevel
// Animal.speed as floatmyAnimal.speed
Return Type:
float
// Animal.speed() as float;myAnimal.speed();
Return Type:
float
myAnimal.startUsingItem(myInteractionHand);
Parameters:
param0: InteractionHand
Type: InteractionHand
// Animal.stingerCount as intmyAnimal.stingerCount
Return Type:
int
// Animal.stingerCount() as int;myAnimal.stingerCount();
Return Type:
int
// Animal.stopRiding();myAnimal.stopRiding();
// Animal.stopSleeping();myAnimal.stopSleeping();
// Animal.stopUsingItem();myAnimal.stopUsingItem();
// Animal.stringUUID as stringmyAnimal.stringUUID
Return Type:
string
// Animal.stringUUID() as string;myAnimal.stringUUID();
Return Type:
string
myAnimal.swing(myInteractionHand);
Parameters:
hand: InteractionHand
Type: InteractionHand
myAnimal.swing(myInteractionHand, myBool);
Parameters:
hand: InteractionHand
Type: InteractionHand
updateSelf: bool
Type: bool
// Animal.tags as Set<string>myAnimal.tags
Return Type:
Set<string>
// Animal.tags() as Set<string>;myAnimal.tags();
Return Type:
Set<string>
// Animal.target as LivingEntitymyAnimal.target
Return Type:
LivingEntity
myAnimal.target = myLivingEntity;
Parameters:
target: LivingEntity
Type: LivingEntity
// Animal.teamColor as intmyAnimal.teamColor
Return Type:
int
// Animal.teamColor() as int;myAnimal.teamColor();
Return Type:
int
// Animal.teleportTo(x as double, y as double, z as double);myAnimal.teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// Animal.ticksFrozen as intmyAnimal.ticksFrozen
Return Type:
int
// Animal.ticksFrozen() as int;myAnimal.ticksFrozen();
Return Type:
int
// Animal.ticksRequiredToFreeze as intmyAnimal.ticksRequiredToFreeze
Return Type:
int
// Animal.ticksRequiredToFreeze() as int;myAnimal.ticksRequiredToFreeze();
Return Type:
int
// Animal.ticksUsingItem as intmyAnimal.ticksUsingItem
Return Type:
int
// Animal.ticksUsingItem() as int;myAnimal.ticksUsingItem();
Return Type:
int
// Animal.turn(yaw as double, pitch as double);myAnimal.turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
myAnimal.type
Return Type:
EntityType<Entity>
// Animal.unRide();myAnimal.unRide();
// Animal.usedItemHand as InteractionHandmyAnimal.usedItemHand
Return Type:
InteractionHand
// Animal.useItemRemainingTicks as intmyAnimal.useItemRemainingTicks
Return Type:
int
// Animal.useItemRemainingTicks() as int;myAnimal.useItemRemainingTicks();
Return Type:
int
// Animal.uuid as UUIDmyAnimal.uuid
Return Type:
UUID
// Animal.uuid() as UUID;myAnimal.uuid();
Return Type:
UUID
// Animal.voicePitch as floatmyAnimal.voicePitch
Return Type:
float
// Animal.voicePitch() as float;myAnimal.voicePitch();
Return Type:
float
// Animal.x as doublemyAnimal.x
Return Type:
double
// Animal.x() as double;myAnimal.x();
Return Type:
double
// Animal.y as doublemyAnimal.y
Return Type:
double
// Animal.y() as double;myAnimal.y();
Return Type:
double
// Animal.z as doublemyAnimal.z
Return Type:
double
// Animal.z() as double;myAnimal.z();
Return Type:
double