FallingBlockEntity

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.misc.FallingBlockEntity;

Description

Extends

FallingBlockEntity extends Entity.

Implements

FallingBlockEntity implements the following interfaces:

Nameable,EntityAccess,CommandSource,IAttachmentHolder

Undocumented Interfaces

SyncedDataHolder,ScoreHolder,IEntityExtension,INBTSerializable<CompoundTag>

Members

Getter
script.zs
// FallingBlockEntity.acceptsFailure as bool
myFallingBlockEntity.acceptsFailure

Return Type: bool

acceptsFailure() as bool
script.zs
// FallingBlockEntity.acceptsFailure() as bool;
myFallingBlockEntity.acceptsFailure();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.acceptsSuccess as bool
myFallingBlockEntity.acceptsSuccess

Return Type: bool

acceptsSuccess() as bool
script.zs
// FallingBlockEntity.acceptsSuccess() as bool;
myFallingBlockEntity.acceptsSuccess();

Return Type: bool

addTag(tagName as string) as bool
script.zs
// FallingBlockEntity.addTag(tagName as string) as bool;
myFallingBlockEntity.addTag(myString);

Parameters:

tagName Type: string

Return Type: bool

Getter
script.zs
// FallingBlockEntity.airSupply as int
myFallingBlockEntity.airSupply

Return Type: int

airSupply() as int
script.zs
// FallingBlockEntity.airSupply() as int;
myFallingBlockEntity.airSupply();

Return Type: int

Getter
script.zs
// FallingBlockEntity.alwaysAccepts as bool
myFallingBlockEntity.alwaysAccepts

Return Type: bool

alwaysAccepts() as bool
script.zs
// FallingBlockEntity.alwaysAccepts() as bool;
myFallingBlockEntity.alwaysAccepts();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.bbHeight as float
myFallingBlockEntity.bbHeight

Return Type: float

bbHeight() as float
script.zs
// FallingBlockEntity.bbHeight() as float;
myFallingBlockEntity.bbHeight();

Return Type: float

Getter
script.zs
// FallingBlockEntity.bbWidth as float
myFallingBlockEntity.bbWidth

Return Type: float

bbWidth() as float
script.zs
// FallingBlockEntity.bbWidth() as float;
myFallingBlockEntity.bbWidth();

Return Type: float

Getter
script.zs
// FallingBlockEntity.blockPosiion as BlockPos
myFallingBlockEntity.blockPosiion

Return Type: BlockPos

blockPosiion() as BlockPos
script.zs
// FallingBlockEntity.blockPosiion() as BlockPos;
myFallingBlockEntity.blockPosiion();

Return Type: BlockPos

Getter
script.zs
// FallingBlockEntity.blockPosition as BlockPos
myFallingBlockEntity.blockPosition

Return Type: BlockPos

blockPosition() as BlockPos
script.zs
// FallingBlockEntity.blockPosition() as BlockPos;
myFallingBlockEntity.blockPosition();

Return Type: BlockPos

Getter
Gets the BlockState of this falling entity.
script.zs
// FallingBlockEntity.blockstate as BlockState
myFallingBlockEntity.blockstate

Return Type: BlockState

Setter
Sets the BlockState of this falling entity.
script.zs
// FallingBlockEntity.blockstate = (state as BlockState);
myFallingBlockEntity.blockstate = myBlockState;

Parameters:

state Type: BlockState
blockstate() as BlockState
Gets the BlockState of this falling entity.

Returns: The BlockState of this falling entity

script.zs
// FallingBlockEntity.blockstate() as BlockState;
myFallingBlockEntity.blockstate();

Return Type: BlockState

blockstate(state as BlockState)
Sets the BlockState of this falling entity.
script.zs
// FallingBlockEntity.blockstate(state as BlockState);
myFallingBlockEntity.blockstate(myBlockState);

Parameters:

state Type: BlockState
Getter
script.zs
// FallingBlockEntity.blockX as int
myFallingBlockEntity.blockX

Return Type: int

blockX() as int
script.zs
// FallingBlockEntity.blockX() as int;
myFallingBlockEntity.blockX();

Return Type: int

Getter
script.zs
// FallingBlockEntity.blockY as int
myFallingBlockEntity.blockY

Return Type: int

blockY() as int
script.zs
// FallingBlockEntity.blockY() as int;
myFallingBlockEntity.blockY();

Return Type: int

Getter
script.zs
// FallingBlockEntity.blockZ as int
myFallingBlockEntity.blockZ

Return Type: int

blockZ() as int
script.zs
// FallingBlockEntity.blockZ() as int;
myFallingBlockEntity.blockZ();

Return Type: int

Getter
script.zs
// FallingBlockEntity.boundingBox as AABB
myFallingBlockEntity.boundingBox

Return Type: AABB

boundingBox() as AABB
script.zs
// FallingBlockEntity.boundingBox() as AABB;
myFallingBlockEntity.boundingBox();

Return Type: AABB

Getter
script.zs
// FallingBlockEntity.boundingBoxForCulling as AABB
myFallingBlockEntity.boundingBoxForCulling

Return Type: AABB

boundingBoxForCulling() as AABB
script.zs
// FallingBlockEntity.boundingBoxForCulling() as AABB;
myFallingBlockEntity.boundingBoxForCulling();

Return Type: AABB

callOnBrokenAfterFall(fallableBlock as Block, position as BlockPos)
Triggers the given net.minecraft.world.level.block.Fallable's onBrokenAfterFall method using this entity.
script.zs
// FallingBlockEntity.callOnBrokenAfterFall(fallableBlock as Block, position as BlockPos);
myFallingBlockEntity.callOnBrokenAfterFall(<block:minecraft:sand>, new BlockPos(1, 2, 3));

Parameters:

fallableBlock Type: Block - The fallable block.
position Type: BlockPos - The position that the block fell at.
Getter
script.zs
// FallingBlockEntity.canBeCollidedWith as bool
myFallingBlockEntity.canBeCollidedWith

Return Type: bool

canBeCollidedWith() as bool
script.zs
// FallingBlockEntity.canBeCollidedWith() as bool;
myFallingBlockEntity.canBeCollidedWith();

Return Type: bool

canCollideWith(other as Entity) as bool
script.zs
// FallingBlockEntity.canCollideWith(other as Entity) as bool;
myFallingBlockEntity.canCollideWith(myEntity);

Parameters:

other Type: Entity

Return Type: bool

Getter
script.zs
// FallingBlockEntity.canFreeze as bool
myFallingBlockEntity.canFreeze

Return Type: bool

canFreeze() as bool
script.zs
// FallingBlockEntity.canFreeze() as bool;
myFallingBlockEntity.canFreeze();

Return Type: bool

clearFire()
script.zs
// FallingBlockEntity.clearFire();
myFallingBlockEntity.clearFire();
closerThan(other as Entity, distance as double) as bool
script.zs
// FallingBlockEntity.closerThan(other as Entity, distance as double) as bool;
myFallingBlockEntity.closerThan(myEntity, myDouble);

Parameters:

other Type: Entity
distance Type: double

Return Type: bool

Getter
script.zs
// FallingBlockEntity.commandSenderWorld as Level
myFallingBlockEntity.commandSenderWorld

Return Type: Level

commandSenderWorld() as Level
script.zs
// FallingBlockEntity.commandSenderWorld() as Level;
myFallingBlockEntity.commandSenderWorld();

Return Type: Level

Getter
script.zs
// FallingBlockEntity.controllingPassenger as Entity
myFallingBlockEntity.controllingPassenger

Return Type: Entity

controllingPassenger() as Entity
script.zs
// FallingBlockEntity.controllingPassenger() as Entity;
myFallingBlockEntity.controllingPassenger();

Return Type: Entity

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

Return Type: MapData

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

Returns: The custom data for this Entity.

script.zs
// FallingBlockEntity.customData() as MapData;
myFallingBlockEntity.customData();

Return Type: MapData

Getter
script.zs
// FallingBlockEntity.customName as Component
myFallingBlockEntity.customName

Return Type: Component

Getter
script.zs
// FallingBlockEntity.customName as Component
myFallingBlockEntity.customName

Return Type: Component

customName() as Component
script.zs
// FallingBlockEntity.customName() as Component;
myFallingBlockEntity.customName();

Return Type: Component

customName() as Component
script.zs
// FallingBlockEntity.customName() as Component;
myFallingBlockEntity.customName();

Return Type: Component

Getter
script.zs
// FallingBlockEntity.dampensVibrations as bool
myFallingBlockEntity.dampensVibrations

Return Type: bool

dampensVibrations() as bool
script.zs
// FallingBlockEntity.dampensVibrations() as bool;
myFallingBlockEntity.dampensVibrations();

Return Type: bool

Getter
Gets the NBT data of this Entity.
script.zs
// FallingBlockEntity.data as MapData
myFallingBlockEntity.data

Return Type: MapData

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

Returns: The NBT data of this Entity.

script.zs
// FallingBlockEntity.data() as MapData;
myFallingBlockEntity.data();

Return Type: MapData

Getter
script.zs
// FallingBlockEntity.deltaMovement as Vec3
myFallingBlockEntity.deltaMovement

Return Type: Vec3

Setter
script.zs
// FallingBlockEntity.deltaMovement = (deltaMovement as Vec3);
myFallingBlockEntity.deltaMovement = myVec3;

Parameters:

deltaMovement Type: Vec3
deltaMovement() as Vec3
script.zs
// FallingBlockEntity.deltaMovement() as Vec3;
myFallingBlockEntity.deltaMovement();

Return Type: Vec3

deltaMovement(deltaMovement as Vec3)
script.zs
// FallingBlockEntity.deltaMovement(deltaMovement as Vec3);
myFallingBlockEntity.deltaMovement(myVec3);

Parameters:

deltaMovement Type: Vec3
Getter
script.zs
// FallingBlockEntity.dimensionChangingDelay as int
myFallingBlockEntity.dimensionChangingDelay

Return Type: int

dimensionChangingDelay() as int
script.zs
// FallingBlockEntity.dimensionChangingDelay() as int;
myFallingBlockEntity.dimensionChangingDelay();

Return Type: int

Getter
script.zs
// FallingBlockEntity.direction as Direction
myFallingBlockEntity.direction

Return Type: Direction

direction() as Direction
script.zs
// FallingBlockEntity.direction() as Direction;
myFallingBlockEntity.direction();

Return Type: Direction

discard()
script.zs
// FallingBlockEntity.discard();
myFallingBlockEntity.discard();
Getter
script.zs
// FallingBlockEntity.dismountsUnderwater as bool
myFallingBlockEntity.dismountsUnderwater

Return Type: bool

Getter
script.zs
// FallingBlockEntity.displayName as Component
myFallingBlockEntity.displayName

Return Type: Component

Getter
script.zs
// FallingBlockEntity.displayName as Component
myFallingBlockEntity.displayName

Return Type: Component

displayName() as Component
script.zs
// FallingBlockEntity.displayName() as Component;
myFallingBlockEntity.displayName();

Return Type: Component

displayName() as Component
script.zs
// FallingBlockEntity.displayName() as Component;
myFallingBlockEntity.displayName();

Return Type: Component

distanceTo(entity as Entity) as float
script.zs
// FallingBlockEntity.distanceTo(entity as Entity) as float;
myFallingBlockEntity.distanceTo(myEntity);

Parameters:

entity Type: Entity

Return Type: float

distanceToSqr(x as double, y as double, z as double) as double
script.zs
// FallingBlockEntity.distanceToSqr(x as double, y as double, z as double) as double;
myFallingBlockEntity.distanceToSqr(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double

Return Type: double

distanceToSqr(entity as Entity) as double
script.zs
// FallingBlockEntity.distanceToSqr(entity as Entity) as double;
myFallingBlockEntity.distanceToSqr(myEntity);

Parameters:

entity Type: Entity

Return Type: double

distanceToSqr(vec as Vec3) as double
script.zs
// FallingBlockEntity.distanceToSqr(vec as Vec3) as double;
myFallingBlockEntity.distanceToSqr(myVec3);

Parameters:

vec Type: Vec3

Return Type: double

ejectPassengers()
script.zs
// FallingBlockEntity.ejectPassengers();
myFallingBlockEntity.ejectPassengers();
Getter
script.zs
// FallingBlockEntity.eyeHeight as float
myFallingBlockEntity.eyeHeight

Return Type: float

eyeHeight() as float
script.zs
// FallingBlockEntity.eyeHeight() as float;
myFallingBlockEntity.eyeHeight();

Return Type: float

Getter
script.zs
// FallingBlockEntity.eyePosition as Vec3
myFallingBlockEntity.eyePosition

Return Type: Vec3

eyePosition() as Vec3
script.zs
// FallingBlockEntity.eyePosition() as Vec3;
myFallingBlockEntity.eyePosition();

Return Type: Vec3

Getter
script.zs
// FallingBlockEntity.eyeY as double
myFallingBlockEntity.eyeY

Return Type: double

eyeY() as double
script.zs
// FallingBlockEntity.eyeY() as double;
myFallingBlockEntity.eyeY();

Return Type: double

static fall(level as Level, pos as BlockPos, state as BlockState) as FallingBlockEntity
Spawns a new falling block entity at the given position with the given blockstate.

Returns: The entity that was spawned.

script.zs
// FallingBlockEntity.fall(level as Level, pos as BlockPos, state as BlockState) as FallingBlockEntity;
FallingBlockEntity.fall(level, new BlockPos(1, 2, 3), <blockstate:minecraft:dirt>);

Parameters:

level Type: Level - The level to spawn the entity in.
pos Type: BlockPos - The position to spawn the entity at.
state Type: BlockState - The blockstate of the falling block.

Return Type: FallingBlockEntity

Getter
script.zs
// FallingBlockEntity.fireImmune as bool
myFallingBlockEntity.fireImmune

Return Type: bool

fireImmune() as bool
script.zs
// FallingBlockEntity.fireImmune() as bool;
myFallingBlockEntity.fireImmune();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.fireTicks as int
myFallingBlockEntity.fireTicks

Return Type: int

Setter
script.zs
// FallingBlockEntity.fireTicks = (ticks as int);
myFallingBlockEntity.fireTicks = myInt;

Parameters:

ticks Type: int
Getter
script.zs
// FallingBlockEntity.firstPassenger as Entity
myFallingBlockEntity.firstPassenger

Return Type: Entity

firstPassenger() as Entity
script.zs
// FallingBlockEntity.firstPassenger() as Entity;
myFallingBlockEntity.firstPassenger();

Return Type: Entity

Getter
script.zs
// FallingBlockEntity.fluidJumpThreshold as double
myFallingBlockEntity.fluidJumpThreshold

Return Type: double

fluidJumpThreshold() as double
script.zs
// FallingBlockEntity.fluidJumpThreshold() as double;
myFallingBlockEntity.fluidJumpThreshold();

Return Type: double

Getter
script.zs
// FallingBlockEntity.forward as Vec3
myFallingBlockEntity.forward

Return Type: Vec3

forward() as Vec3
script.zs
// FallingBlockEntity.forward() as Vec3;
myFallingBlockEntity.forward();

Return Type: Vec3

getAttachmentData(type as AttachmentType<T>) as T
script.zs
// FallingBlockEntity.getAttachmentData<T>(type as AttachmentType<T>) as T;
myFallingBlockEntity.getAttachmentData<T>(myAttachmentType);

Parameters:

type Type: AttachmentType<T>

Return Type: T

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

Parameters:

type Type: Supplier<AttachmentType<T>>

Return Type: T

getEyePosition(partialTicks as float) as Vec3
script.zs
// FallingBlockEntity.getEyePosition(partialTicks as float) as Vec3;
myFallingBlockEntity.getEyePosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getPosition(partialTicks as float) as Vec3
script.zs
// FallingBlockEntity.getPosition(partialTicks as float) as Vec3;
myFallingBlockEntity.getPosition(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getStartPos() as BlockPos
Gets the position that this entity was spawned at.

Returns: The position that the entity was spawned at.

script.zs
// FallingBlockEntity.getStartPos() as BlockPos;
myFallingBlockEntity.getStartPos();

Return Type: BlockPos

getUpVector(partialTicks as float) as Vec3
script.zs
// FallingBlockEntity.getUpVector(partialTicks as float) as Vec3;
myFallingBlockEntity.getUpVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getViewVector(partialTicks as float) as Vec3
script.zs
// FallingBlockEntity.getViewVector(partialTicks as float) as Vec3;
myFallingBlockEntity.getViewVector(myFloat);

Parameters:

partialTicks Type: float

Return Type: Vec3

getX(scale as double) as double
script.zs
// FallingBlockEntity.getX(scale as double) as double;
myFallingBlockEntity.getX(myDouble);

Parameters:

scale Type: double

Return Type: double

getY(scale as double) as double
script.zs
// FallingBlockEntity.getY(scale as double) as double;
myFallingBlockEntity.getY(myDouble);

Parameters:

scale Type: double

Return Type: double

getZ(scale as double) as double
script.zs
// FallingBlockEntity.getZ(scale as double) as double;
myFallingBlockEntity.getZ(myDouble);

Parameters:

scale Type: double

Return Type: double

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

Parameters:

type Type: AttachmentType<T>

Return Type: bool

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

Parameters:

type Type: Supplier<AttachmentType<T>>

Return Type: bool

Getter
script.zs
// FallingBlockEntity.hasCustomName as bool
myFallingBlockEntity.hasCustomName

Return Type: bool

Getter
script.zs
// FallingBlockEntity.hasCustomName as bool
myFallingBlockEntity.hasCustomName

Return Type: bool

hasCustomName() as bool
script.zs
// FallingBlockEntity.hasCustomName() as bool;
myFallingBlockEntity.hasCustomName();

Return Type: bool

hasCustomName() as bool
script.zs
// FallingBlockEntity.hasCustomName() as bool;
myFallingBlockEntity.hasCustomName();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.hasExactlyOnePlayerPassenger as bool
myFallingBlockEntity.hasExactlyOnePlayerPassenger

Return Type: bool

hasExactlyOnePlayerPassenger() as bool
script.zs
// FallingBlockEntity.hasExactlyOnePlayerPassenger() as bool;
myFallingBlockEntity.hasExactlyOnePlayerPassenger();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.hasGlowingTag as bool
myFallingBlockEntity.hasGlowingTag

Return Type: bool

hasGlowingTag() as bool
script.zs
// FallingBlockEntity.hasGlowingTag() as bool;
myFallingBlockEntity.hasGlowingTag();

Return Type: bool

hasIndirectPassenger(entity as Entity) as bool
script.zs
// FallingBlockEntity.hasIndirectPassenger(entity as Entity) as bool;
myFallingBlockEntity.hasIndirectPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(entity as Entity) as bool
script.zs
// FallingBlockEntity.hasPassenger(entity as Entity) as bool;
myFallingBlockEntity.hasPassenger(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

hasPassenger(predicate as function(t as Entity) as bool) as bool
script.zs
// FallingBlockEntity.hasPassenger(predicate as function(t as Entity) as bool) as bool;
myFallingBlockEntity.hasPassenger(myPredicate);

Parameters:

predicate Type: function(t as Entity) as bool

Return Type: bool

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

Parameters:

source Type: DamageSource
amount Type: float

Return Type: bool

Getter
script.zs
// FallingBlockEntity.id as int
myFallingBlockEntity.id

Return Type: int

id() as int
script.zs
// FallingBlockEntity.id() as int;
myFallingBlockEntity.id();

Return Type: int

Getter
script.zs
// FallingBlockEntity.inBlockState as BlockState
myFallingBlockEntity.inBlockState

Return Type: BlockState

Getter
script.zs
// FallingBlockEntity.isAlive as bool
myFallingBlockEntity.isAlive

Return Type: bool

isAlive() as bool
script.zs
// FallingBlockEntity.isAlive() as bool;
myFallingBlockEntity.isAlive();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isAlwaysTicking as bool
myFallingBlockEntity.isAlwaysTicking

Return Type: bool

isAlwaysTicking() as bool
script.zs
// FallingBlockEntity.isAlwaysTicking() as bool;
myFallingBlockEntity.isAlwaysTicking();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isAttackable as bool
myFallingBlockEntity.isAttackable

Return Type: bool

isAttackable() as bool
script.zs
// FallingBlockEntity.isAttackable() as bool;
myFallingBlockEntity.isAttackable();

Return Type: bool

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

Parameters:

pos Type: BlockPos
state Type: BlockState

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isCrouching as bool
myFallingBlockEntity.isCrouching

Return Type: bool

isCrouching() as bool
script.zs
// FallingBlockEntity.isCrouching() as bool;
myFallingBlockEntity.isCrouching();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isCurrentlyGlowing as bool
myFallingBlockEntity.isCurrentlyGlowing

Return Type: bool

isCurrentlyGlowing() as bool
script.zs
// FallingBlockEntity.isCurrentlyGlowing() as bool;
myFallingBlockEntity.isCurrentlyGlowing();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isCustomNameVisible as bool
myFallingBlockEntity.isCustomNameVisible

Return Type: bool

isCustomNameVisible() as bool
script.zs
// FallingBlockEntity.isCustomNameVisible() as bool;
myFallingBlockEntity.isCustomNameVisible();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isDescending as bool
myFallingBlockEntity.isDescending

Return Type: bool

isDescending() as bool
script.zs
// FallingBlockEntity.isDescending() as bool;
myFallingBlockEntity.isDescending();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isDiscrete as bool
myFallingBlockEntity.isDiscrete

Return Type: bool

isDiscrete() as bool
script.zs
// FallingBlockEntity.isDiscrete() as bool;
myFallingBlockEntity.isDiscrete();

Return Type: bool

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

Parameters:

x Type: double
y Type: double
z Type: double

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isFullyFrozen as bool
myFallingBlockEntity.isFullyFrozen

Return Type: bool

isFullyFrozen() as bool
script.zs
// FallingBlockEntity.isFullyFrozen() as bool;
myFallingBlockEntity.isFullyFrozen();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isInLava as bool
myFallingBlockEntity.isInLava

Return Type: bool

isInLava() as bool
script.zs
// FallingBlockEntity.isInLava() as bool;
myFallingBlockEntity.isInLava();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isInvisible as bool
myFallingBlockEntity.isInvisible

Return Type: bool

isInvisible() as bool
script.zs
// FallingBlockEntity.isInvisible() as bool;
myFallingBlockEntity.isInvisible();

Return Type: bool

isInvisibleTo(player as Player) as bool
script.zs
// FallingBlockEntity.isInvisibleTo(player as Player) as bool;
myFallingBlockEntity.isInvisibleTo(myPlayer);

Parameters:

player Type: Player

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isInvulnerable as bool
myFallingBlockEntity.isInvulnerable

Return Type: bool

isInvulnerable() as bool
script.zs
// FallingBlockEntity.isInvulnerable() as bool;
myFallingBlockEntity.isInvulnerable();

Return Type: bool

isInvulnerableTo(source as DamageSource) as bool
script.zs
// FallingBlockEntity.isInvulnerableTo(source as DamageSource) as bool;
myFallingBlockEntity.isInvulnerableTo(myDamageSource);

Parameters:

source Type: DamageSource

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isInWall as bool
myFallingBlockEntity.isInWall

Return Type: bool

isInWall() as bool
script.zs
// FallingBlockEntity.isInWall() as bool;
myFallingBlockEntity.isInWall();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isInWater as bool
myFallingBlockEntity.isInWater

Return Type: bool

isInWater() as bool
script.zs
// FallingBlockEntity.isInWater() as bool;
myFallingBlockEntity.isInWater();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isInWaterOrBubble as bool
myFallingBlockEntity.isInWaterOrBubble

Return Type: bool

isInWaterOrBubble() as bool
script.zs
// FallingBlockEntity.isInWaterOrBubble() as bool;
myFallingBlockEntity.isInWaterOrBubble();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isInWaterOrRain as bool
myFallingBlockEntity.isInWaterOrRain

Return Type: bool

isInWaterOrRain() as bool
script.zs
// FallingBlockEntity.isInWaterOrRain() as bool;
myFallingBlockEntity.isInWaterOrRain();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isInWaterRainOrBubble as bool
myFallingBlockEntity.isInWaterRainOrBubble

Return Type: bool

isInWaterRainOrBubble() as bool
script.zs
// FallingBlockEntity.isInWaterRainOrBubble() as bool;
myFallingBlockEntity.isInWaterRainOrBubble();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isNoGravity as bool
myFallingBlockEntity.isNoGravity

Return Type: bool

isNoGravity() as bool
script.zs
// FallingBlockEntity.isNoGravity() as bool;
myFallingBlockEntity.isNoGravity();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isOnFire as bool
myFallingBlockEntity.isOnFire

Return Type: bool

isOnFire() as bool
script.zs
// FallingBlockEntity.isOnFire() as bool;
myFallingBlockEntity.isOnFire();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isOnPortalCooldown as bool
myFallingBlockEntity.isOnPortalCooldown

Return Type: bool

isOnPortalCooldown() as bool
script.zs
// FallingBlockEntity.isOnPortalCooldown() as bool;
myFallingBlockEntity.isOnPortalCooldown();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isPassenger as bool
myFallingBlockEntity.isPassenger

Return Type: bool

isPassenger() as bool
script.zs
// FallingBlockEntity.isPassenger() as bool;
myFallingBlockEntity.isPassenger();

Return Type: bool

isPassengerOfSameVehicle(entity as Entity) as bool
script.zs
// FallingBlockEntity.isPassengerOfSameVehicle(entity as Entity) as bool;
myFallingBlockEntity.isPassengerOfSameVehicle(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isPickable as bool
myFallingBlockEntity.isPickable

Return Type: bool

isPickable() as bool
script.zs
// FallingBlockEntity.isPickable() as bool;
myFallingBlockEntity.isPickable();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isPushable as bool
myFallingBlockEntity.isPushable

Return Type: bool

isPushable() as bool
script.zs
// FallingBlockEntity.isPushable() as bool;
myFallingBlockEntity.isPushable();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isPushedByFluid as bool
myFallingBlockEntity.isPushedByFluid

Return Type: bool

isPushedByFluid() as bool
script.zs
// FallingBlockEntity.isPushedByFluid() as bool;
myFallingBlockEntity.isPushedByFluid();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isRemoved as bool
myFallingBlockEntity.isRemoved

Return Type: bool

isRemoved() as bool
script.zs
// FallingBlockEntity.isRemoved() as bool;
myFallingBlockEntity.isRemoved();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isShiftKeyDown as bool
myFallingBlockEntity.isShiftKeyDown

Return Type: bool

isShiftKeyDown() as bool
script.zs
// FallingBlockEntity.isShiftKeyDown() as bool;
myFallingBlockEntity.isShiftKeyDown();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isSilent as bool
myFallingBlockEntity.isSilent

Return Type: bool

isSilent() as bool
script.zs
// FallingBlockEntity.isSilent() as bool;
myFallingBlockEntity.isSilent();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isSpectator as bool
myFallingBlockEntity.isSpectator

Return Type: bool

isSpectator() as bool
script.zs
// FallingBlockEntity.isSpectator() as bool;
myFallingBlockEntity.isSpectator();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isSprinting as bool
myFallingBlockEntity.isSprinting

Return Type: bool

isSprinting() as bool
script.zs
// FallingBlockEntity.isSprinting() as bool;
myFallingBlockEntity.isSprinting();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isSteppingCarefully as bool
myFallingBlockEntity.isSteppingCarefully

Return Type: bool

isSteppingCarefully() as bool
script.zs
// FallingBlockEntity.isSteppingCarefully() as bool;
myFallingBlockEntity.isSteppingCarefully();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isSuppressingBounce as bool
myFallingBlockEntity.isSuppressingBounce

Return Type: bool

isSuppressingBounce() as bool
script.zs
// FallingBlockEntity.isSuppressingBounce() as bool;
myFallingBlockEntity.isSuppressingBounce();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isSwimming as bool
myFallingBlockEntity.isSwimming

Return Type: bool

isSwimming() as bool
script.zs
// FallingBlockEntity.isSwimming() as bool;
myFallingBlockEntity.isSwimming();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isUnderWater as bool
myFallingBlockEntity.isUnderWater

Return Type: bool

isUnderWater() as bool
script.zs
// FallingBlockEntity.isUnderWater() as bool;
myFallingBlockEntity.isUnderWater();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isVehicle as bool
myFallingBlockEntity.isVehicle

Return Type: bool

isVehicle() as bool
script.zs
// FallingBlockEntity.isVehicle() as bool;
myFallingBlockEntity.isVehicle();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isVisuallyCrawling as bool
myFallingBlockEntity.isVisuallyCrawling

Return Type: bool

isVisuallyCrawling() as bool
script.zs
// FallingBlockEntity.isVisuallyCrawling() as bool;
myFallingBlockEntity.isVisuallyCrawling();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.isVisuallySwimming as bool
myFallingBlockEntity.isVisuallySwimming

Return Type: bool

isVisuallySwimming() as bool
script.zs
// FallingBlockEntity.isVisuallySwimming() as bool;
myFallingBlockEntity.isVisuallySwimming();

Return Type: bool

kill()
script.zs
// FallingBlockEntity.kill();
myFallingBlockEntity.kill();
lavaHurt()
script.zs
// FallingBlockEntity.lavaHurt();
myFallingBlockEntity.lavaHurt();
Getter
script.zs
// FallingBlockEntity.level as Level
myFallingBlockEntity.level

Return Type: Level

Getter
script.zs
// FallingBlockEntity.lookAngle as Vec3
myFallingBlockEntity.lookAngle

Return Type: Vec3

lookAngle() as Vec3
script.zs
// FallingBlockEntity.lookAngle() as Vec3;
myFallingBlockEntity.lookAngle();

Return Type: Vec3

Getter
script.zs
// FallingBlockEntity.maxAirSupply as int
myFallingBlockEntity.maxAirSupply

Return Type: int

maxAirSupply() as int
script.zs
// FallingBlockEntity.maxAirSupply() as int;
myFallingBlockEntity.maxAirSupply();

Return Type: int

Getter
script.zs
// FallingBlockEntity.maxFallDistance as int
myFallingBlockEntity.maxFallDistance

Return Type: int

maxFallDistance() as int
script.zs
// FallingBlockEntity.maxFallDistance() as int;
myFallingBlockEntity.maxFallDistance();

Return Type: int

Getter
script.zs
// FallingBlockEntity.motionDirection as Direction
myFallingBlockEntity.motionDirection

Return Type: Direction

motionDirection() as Direction
script.zs
// FallingBlockEntity.motionDirection() as Direction;
myFallingBlockEntity.motionDirection();

Return Type: Direction

moveRelative(amount as float, relative as Vec3)
script.zs
// FallingBlockEntity.moveRelative(amount as float, relative as Vec3);
myFallingBlockEntity.moveRelative(myFloat, myVec3);

Parameters:

amount Type: float
relative Type: Vec3
moveTo(vec as Vec3)
script.zs
// FallingBlockEntity.moveTo(vec as Vec3);
myFallingBlockEntity.moveTo(myVec3);

Parameters:

vec Type: Vec3
moveTo(x as double, y as double, z as double)
script.zs
// FallingBlockEntity.moveTo(x as double, y as double, z as double);
myFallingBlockEntity.moveTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
moveTo(pos as BlockPos, yaw as float, pitch as float)
script.zs
// FallingBlockEntity.moveTo(pos as BlockPos, yaw as float, pitch as float);
myFallingBlockEntity.moveTo(myBlockPos, myFloat, myFloat);

Parameters:

pos Type: BlockPos
yaw Type: float
pitch Type: float
moveTo(x as double, y as double, z as double, yaw as float, pitch as float)
script.zs
// FallingBlockEntity.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
myFallingBlockEntity.moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);

Parameters:

x Type: double
y Type: double
z Type: double
yaw Type: float
pitch Type: float
Getter
script.zs
// FallingBlockEntity.name as Component
myFallingBlockEntity.name

Return Type: Component

Getter
script.zs
// FallingBlockEntity.name as Component
myFallingBlockEntity.name

Return Type: Component

name() as Component
script.zs
// FallingBlockEntity.name() as Component;
myFallingBlockEntity.name();

Return Type: Component

name() as Component
script.zs
// FallingBlockEntity.name() as Component;
myFallingBlockEntity.name();

Return Type: Component

Getter
script.zs
// FallingBlockEntity.onGround as bool
myFallingBlockEntity.onGround

Return Type: bool

Getter
script.zs
// FallingBlockEntity.onPos as BlockPos
myFallingBlockEntity.onPos

Return Type: BlockPos

onPos() as BlockPos
script.zs
// FallingBlockEntity.onPos() as BlockPos;
myFallingBlockEntity.onPos();

Return Type: BlockPos

Getter
script.zs
// FallingBlockEntity.passengers as List<Entity>
myFallingBlockEntity.passengers

Return Type: List<Entity>

passengers() as List<Entity>
script.zs
// FallingBlockEntity.passengers() as List<Entity>;
myFallingBlockEntity.passengers();

Return Type: List<Entity>

Getter
script.zs
// FallingBlockEntity.percentFrozen as float
myFallingBlockEntity.percentFrozen

Return Type: float

percentFrozen() as float
script.zs
// FallingBlockEntity.percentFrozen() as float;
myFallingBlockEntity.percentFrozen();

Return Type: float

Getter
script.zs
// FallingBlockEntity.pistonPushReaction as PushReaction
myFallingBlockEntity.pistonPushReaction

Return Type: PushReaction

pistonPushReaction() as PushReaction
script.zs
// FallingBlockEntity.pistonPushReaction() as PushReaction;
myFallingBlockEntity.pistonPushReaction();

Return Type: PushReaction

playSound(sound as SoundEvent, volume as float, pitch as float)
script.zs
// FallingBlockEntity.playSound(sound as SoundEvent, volume as float, pitch as float);
myFallingBlockEntity.playSound(mySoundEvent, myFloat, myFloat);

Parameters:

sound Type: SoundEvent
volume Type: float
pitch Type: float
Getter
script.zs
// FallingBlockEntity.position as Vec3
myFallingBlockEntity.position

Return Type: Vec3

position() as Vec3
script.zs
// FallingBlockEntity.position() as Vec3;
myFallingBlockEntity.position();

Return Type: Vec3

positionRider(entity as Entity)
script.zs
// FallingBlockEntity.positionRider(entity as Entity);
myFallingBlockEntity.positionRider(myEntity);

Parameters:

entity Type: Entity
Getter
script.zs
// FallingBlockEntity.registryName as ResourceLocation
myFallingBlockEntity.registryName

Return Type: ResourceLocation

registryName() as ResourceLocation
script.zs
// FallingBlockEntity.registryName() as ResourceLocation;
myFallingBlockEntity.registryName();

Return Type: ResourceLocation

removeTag(tagName as string) as bool
script.zs
// FallingBlockEntity.removeTag(tagName as string) as bool;
myFallingBlockEntity.removeTag(myString);

Parameters:

tagName Type: string

Return Type: bool

removeVehicle()
script.zs
// FallingBlockEntity.removeVehicle();
myFallingBlockEntity.removeVehicle();
Getter
script.zs
// FallingBlockEntity.rootVehicle as Entity
myFallingBlockEntity.rootVehicle

Return Type: Entity

rootVehicle() as Entity
script.zs
// FallingBlockEntity.rootVehicle() as Entity;
myFallingBlockEntity.rootVehicle();

Return Type: Entity

sendMessage(component as Component)
script.zs
// FallingBlockEntity.sendMessage(component as Component);
myFallingBlockEntity.sendMessage(myComponent);

Parameters:

component Type: Component
setAirSupply(air as int)
script.zs
// FallingBlockEntity.setAirSupply(air as int);
myFallingBlockEntity.setAirSupply(myInt);

Parameters:

air Type: int
setAttachmentData(type as AttachmentType<T>, data as T) as T?
script.zs
// FallingBlockEntity.setAttachmentData<T>(type as AttachmentType<T>, data as T) as T?;
myFallingBlockEntity.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
// FallingBlockEntity.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;
myFallingBlockEntity.setAttachmentData<T>(mySupplier, myT);

Parameters:

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

Return Type: T?

setCustomName(name as Component)
script.zs
// FallingBlockEntity.setCustomName(name as Component);
myFallingBlockEntity.setCustomName(myComponent);

Parameters:

name Type: Component
setCustomNameVisible(visible as bool)
script.zs
// FallingBlockEntity.setCustomNameVisible(visible as bool);
myFallingBlockEntity.setCustomNameVisible(myBool);

Parameters:

visible Type: bool
setDeltaMovement(xDelta as double, yDelta as double, zDelta as double)
script.zs
// FallingBlockEntity.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
myFallingBlockEntity.setDeltaMovement(myDouble, myDouble, myDouble);

Parameters:

xDelta Type: double
yDelta Type: double
zDelta Type: double
setGlowingTag(glowing as bool)
script.zs
// FallingBlockEntity.setGlowingTag(glowing as bool);
myFallingBlockEntity.setGlowingTag(myBool);

Parameters:

glowing Type: bool
setHurtsEntities(damagePerDistance as float, maxDamage as int)
Sets that entities should be hurt by this block, as well as setting how much damage is done.
script.zs
// FallingBlockEntity.setHurtsEntities(damagePerDistance as float, maxDamage as int);
myFallingBlockEntity.setHurtsEntities(0.5, 5);

Parameters:

damagePerDistance Type: float - The damage done per distance fell.
maxDamage Type: int - The max amount of damage that can be caused by this entity.
setInvisible(invisible as bool)
script.zs
// FallingBlockEntity.setInvisible(invisible as bool);
myFallingBlockEntity.setInvisible(myBool);

Parameters:

invisible Type: bool
setInvulnerable(invulnerable as bool)
script.zs
// FallingBlockEntity.setInvulnerable(invulnerable as bool);
myFallingBlockEntity.setInvulnerable(myBool);

Parameters:

invulnerable Type: bool
setIsInPowderSnow(inPowderSnow as bool)
script.zs
// FallingBlockEntity.setIsInPowderSnow(inPowderSnow as bool);
myFallingBlockEntity.setIsInPowderSnow(myBool);

Parameters:

inPowderSnow Type: bool
setNoGravity(noGravity as bool)
script.zs
// FallingBlockEntity.setNoGravity(noGravity as bool);
myFallingBlockEntity.setNoGravity(myBool);

Parameters:

noGravity Type: bool
setOldPosAndRot()
script.zs
// FallingBlockEntity.setOldPosAndRot();
myFallingBlockEntity.setOldPosAndRot();
setOnGround(onGround as bool)
script.zs
// FallingBlockEntity.setOnGround(onGround as bool);
myFallingBlockEntity.setOnGround(myBool);

Parameters:

onGround Type: bool
setPortalCooldown()
script.zs
// FallingBlockEntity.setPortalCooldown();
myFallingBlockEntity.setPortalCooldown();
setPos(position as Vec3)
script.zs
// FallingBlockEntity.setPos(position as Vec3);
myFallingBlockEntity.setPos(myVec3);

Parameters:

position Type: Vec3
setPos(x as double, y as double, z as double)
script.zs
// FallingBlockEntity.setPos(x as double, y as double, z as double);
myFallingBlockEntity.setPos(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
setPosRaw(x as double, y as double, z as double)
script.zs
// FallingBlockEntity.setPosRaw(x as double, y as double, z as double);
myFallingBlockEntity.setPosRaw(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
setRemoved(var1 as RemovalReason)
script.zs
// FallingBlockEntity.setRemoved(var1 as RemovalReason);
myFallingBlockEntity.setRemoved(myRemovalReason);

Parameters:

setShiftKeyDown(keyDown as bool)
script.zs
// FallingBlockEntity.setShiftKeyDown(keyDown as bool);
myFallingBlockEntity.setShiftKeyDown(myBool);

Parameters:

keyDown Type: bool
setSilent(silent as bool)
script.zs
// FallingBlockEntity.setSilent(silent as bool);
myFallingBlockEntity.setSilent(myBool);

Parameters:

silent Type: bool
setSprinting(sprinting as bool)
script.zs
// FallingBlockEntity.setSprinting(sprinting as bool);
myFallingBlockEntity.setSprinting(myBool);

Parameters:

sprinting Type: bool
setStartPos(pos as BlockPos)
Sets the position that this entity was spawned at.

this is mainly used for the rendering of the entity

script.zs
// FallingBlockEntity.setStartPos(pos as BlockPos);
myFallingBlockEntity.setStartPos(new BlockPos(1, 2, 3));

Parameters:

pos Type: BlockPos - the position that the entity was spawned at.
setSwimming(swimming as bool)
script.zs
// FallingBlockEntity.setSwimming(swimming as bool);
myFallingBlockEntity.setSwimming(myBool);

Parameters:

swimming Type: bool
setTicksFrozen(ticks as int)
script.zs
// FallingBlockEntity.setTicksFrozen(ticks as int);
myFallingBlockEntity.setTicksFrozen(myInt);

Parameters:

ticks Type: int
Getter
script.zs
// FallingBlockEntity.shouldBeSaved as bool
myFallingBlockEntity.shouldBeSaved

Return Type: bool

shouldBeSaved() as bool
script.zs
// FallingBlockEntity.shouldBeSaved() as bool;
myFallingBlockEntity.shouldBeSaved();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.shouldInformAdmins as bool
myFallingBlockEntity.shouldInformAdmins

Return Type: bool

shouldInformAdmins() as bool
script.zs
// FallingBlockEntity.shouldInformAdmins() as bool;
myFallingBlockEntity.shouldInformAdmins();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.shouldShowName as bool
myFallingBlockEntity.shouldShowName

Return Type: bool

shouldShowName() as bool
script.zs
// FallingBlockEntity.shouldShowName() as bool;
myFallingBlockEntity.shouldShowName();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.showVehicleHealth as bool
myFallingBlockEntity.showVehicleHealth

Return Type: bool

showVehicleHealth() as bool
script.zs
// FallingBlockEntity.showVehicleHealth() as bool;
myFallingBlockEntity.showVehicleHealth();

Return Type: bool

Getter
script.zs
// FallingBlockEntity.soundSource as SoundSource
myFallingBlockEntity.soundSource

Return Type: SoundSource

soundSource() as SoundSource
script.zs
// FallingBlockEntity.soundSource() as SoundSource;
myFallingBlockEntity.soundSource();

Return Type: SoundSource

startRiding(entity as Entity) as bool
script.zs
// FallingBlockEntity.startRiding(entity as Entity) as bool;
myFallingBlockEntity.startRiding(myEntity);

Parameters:

entity Type: Entity

Return Type: bool

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

Parameters:

entity Type: Entity
force Type: bool

Return Type: bool

stopRiding()
script.zs
// FallingBlockEntity.stopRiding();
myFallingBlockEntity.stopRiding();
Getter
script.zs
// FallingBlockEntity.stringUUID as string
myFallingBlockEntity.stringUUID

Return Type: string

stringUUID() as string
script.zs
// FallingBlockEntity.stringUUID() as string;
myFallingBlockEntity.stringUUID();

Return Type: string

Getter
script.zs
// FallingBlockEntity.tags as Set<string>
myFallingBlockEntity.tags

Return Type: Set<string>

tags() as Set<string>
script.zs
// FallingBlockEntity.tags() as Set<string>;
myFallingBlockEntity.tags();

Return Type: Set<string>

Getter
script.zs
// FallingBlockEntity.teamColor as int
myFallingBlockEntity.teamColor

Return Type: int

teamColor() as int
script.zs
// FallingBlockEntity.teamColor() as int;
myFallingBlockEntity.teamColor();

Return Type: int

teleportTo(x as double, y as double, z as double)
script.zs
// FallingBlockEntity.teleportTo(x as double, y as double, z as double);
myFallingBlockEntity.teleportTo(myDouble, myDouble, myDouble);

Parameters:

x Type: double
y Type: double
z Type: double
Getter
script.zs
// FallingBlockEntity.ticksFrozen as int
myFallingBlockEntity.ticksFrozen

Return Type: int

ticksFrozen() as int
script.zs
// FallingBlockEntity.ticksFrozen() as int;
myFallingBlockEntity.ticksFrozen();

Return Type: int

Getter
script.zs
// FallingBlockEntity.ticksRequiredToFreeze as int
myFallingBlockEntity.ticksRequiredToFreeze

Return Type: int

ticksRequiredToFreeze() as int
script.zs
// FallingBlockEntity.ticksRequiredToFreeze() as int;
myFallingBlockEntity.ticksRequiredToFreeze();

Return Type: int

turn(yaw as double, pitch as double)
script.zs
// FallingBlockEntity.turn(yaw as double, pitch as double);
myFallingBlockEntity.turn(myDouble, myDouble);

Parameters:

yaw Type: double
pitch Type: double
Getter
script.zs
// FallingBlockEntity.type as EntityType<Entity>
myFallingBlockEntity.type

Return Type: EntityType<Entity>

type() as EntityType<Entity>
script.zs
// FallingBlockEntity.type() as EntityType<Entity>;
myFallingBlockEntity.type();

Return Type: EntityType<Entity>

unRide()
script.zs
// FallingBlockEntity.unRide();
myFallingBlockEntity.unRide();
updateCustomData(data as MapData)
Updates the custom NBT data for this Entity.
script.zs
// FallingBlockEntity.updateCustomData(data as MapData);
myFallingBlockEntity.updateCustomData({custom: "data"});

Parameters:

data Type: MapData - The custom data to store.
updateCustomEntityTag(level as Level, player as Player, data as MapData)
script.zs
// FallingBlockEntity.updateCustomEntityTag(level as Level, player as Player, data as MapData);
myFallingBlockEntity.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
// FallingBlockEntity.updateData(data as MapData);
myFallingBlockEntity.updateData({key: "value"});

Parameters:

data Type: MapData - The new Data for this Entity
Getter
script.zs
// FallingBlockEntity.uuid as UUID
myFallingBlockEntity.uuid

Return Type: UUID

uuid() as UUID
script.zs
// FallingBlockEntity.uuid() as UUID;
myFallingBlockEntity.uuid();

Return Type: UUID

Getter
script.zs
// FallingBlockEntity.vehicle as Entity
myFallingBlockEntity.vehicle

Return Type: Entity

vehicle() as Entity
script.zs
// FallingBlockEntity.vehicle() as Entity;
myFallingBlockEntity.vehicle();

Return Type: Entity

Getter
script.zs
// FallingBlockEntity.x as double
myFallingBlockEntity.x

Return Type: double

x() as double
script.zs
// FallingBlockEntity.x() as double;
myFallingBlockEntity.x();

Return Type: double

Getter
script.zs
// FallingBlockEntity.y as double
myFallingBlockEntity.y

Return Type: double

y() as double
script.zs
// FallingBlockEntity.y() as double;
myFallingBlockEntity.y();

Return Type: double

Getter
script.zs
// FallingBlockEntity.z as double
myFallingBlockEntity.z

Return Type: double

z() as double
script.zs
// FallingBlockEntity.z() as double;
myFallingBlockEntity.z();

Return Type: double