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