If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at
the top of the file.
import crafttweaker . api.entity.type.projectile . SmallFireball;
SmallFireball extends Fireball
.
SmallFireball
implements the following interfaces:
ItemSupplier
,Nameable
,EntityAccess
,CommandSource
,IAttachmentHolder
Undocumented Interfaces TraceableEntity
, SyncedDataHolder
, ScoreHolder
, IEntityExtension
, INBTSerializable <CompoundTag >
// new SmallFireball(level as Level, shooter as LivingEntity, direction as Vec3);
new SmallFireball(myLevel, myLivingEntity, myVec3);
Parameters:
level: Level
Type: Level
- The level this entity is in. direction: Vec3
Type: Vec3
- The direction that the skull is moving in // new SmallFireball(level as Level, x as double, y as double, z as double, direction as Vec3);
new SmallFireball(myLevel, myDouble, myDouble, myDouble, myVec3);
Parameters:
level: Level
Type: Level
- The level this entity is in. x: double
Type: double
- The x position of the entity.
y: double
Type: double
- The y position of the entity.
z: double
Type: double
- The z position of the entity.
direction: Vec3
Type: Vec3
- The direction that the skull is moving in Gets the accelerationPower of this projectile. // SmallFireball.accelerationPower as double
mySmallFireball . accelerationPower
Return Type:
double
Sets the accelerationPower of this projectile. // SmallFireball.accelerationPower = (accelerationPower as double);
mySmallFireball . accelerationPower = myDouble;
Parameters:
accelerationPower: double
Type: double
- The accelerationPower of this projectile.
Sets the accelerationPower of this projectile. // SmallFireball.accelerationPower(accelerationPower as double);
mySmallFireball . accelerationPower(myDouble);
Parameters:
accelerationPower: double
Type: double
- The accelerationPower of this projectile.
// SmallFireball.acceptsFailure as bool
mySmallFireball . acceptsFailure
Return Type:
bool
// SmallFireball.acceptsFailure() as bool;
mySmallFireball . acceptsFailure();
Return Type:
bool
// SmallFireball.acceptsSuccess as bool
mySmallFireball . acceptsSuccess
Return Type:
bool
// SmallFireball.acceptsSuccess() as bool;
mySmallFireball . acceptsSuccess();
Return Type:
bool
// SmallFireball.addTag(tagName as string) as bool;
mySmallFireball . addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// SmallFireball.airSupply as int
mySmallFireball . airSupply
Return Type:
int
// SmallFireball.airSupply() as int;
mySmallFireball . airSupply();
Return Type:
int
// SmallFireball.alwaysAccepts as bool
mySmallFireball . alwaysAccepts
Return Type:
bool
// SmallFireball.alwaysAccepts() as bool;
mySmallFireball . alwaysAccepts();
Return Type:
bool
// SmallFireball.bbHeight as float
Return Type:
float
// SmallFireball.bbHeight() as float;
mySmallFireball . bbHeight();
Return Type:
float
// SmallFireball.bbWidth as float
Return Type:
float
// SmallFireball.bbWidth() as float;
mySmallFireball . bbWidth();
Return Type:
float
// SmallFireball.blockPosiion as BlockPos
mySmallFireball . blockPosiion
Return Type:
BlockPos
// SmallFireball.blockPosiion() as BlockPos;
mySmallFireball . blockPosiion();
Return Type:
BlockPos
// SmallFireball.blockPosition as BlockPos
mySmallFireball . blockPosition
Return Type:
BlockPos
// SmallFireball.blockPosition() as BlockPos;
mySmallFireball . blockPosition();
Return Type:
BlockPos
// SmallFireball.blockX as int
Return Type:
int
// SmallFireball.blockX() as int;
mySmallFireball . blockX();
Return Type:
int
// SmallFireball.blockY as int
Return Type:
int
// SmallFireball.blockY() as int;
mySmallFireball . blockY();
Return Type:
int
// SmallFireball.blockZ as int
Return Type:
int
// SmallFireball.blockZ() as int;
mySmallFireball . blockZ();
Return Type:
int
// SmallFireball.boundingBox as AABB
mySmallFireball . boundingBox
Return Type:
AABB
// SmallFireball.boundingBox() as AABB;
mySmallFireball . boundingBox();
Return Type:
AABB
// SmallFireball.boundingBoxForCulling as AABB
mySmallFireball . boundingBoxForCulling
Return Type:
AABB
// SmallFireball.boundingBoxForCulling() as AABB;
mySmallFireball . boundingBoxForCulling();
Return Type:
AABB
// SmallFireball.canBeCollidedWith as bool
mySmallFireball . canBeCollidedWith
Return Type:
bool
// SmallFireball.canBeCollidedWith() as bool;
mySmallFireball . canBeCollidedWith();
Return Type:
bool
// SmallFireball.canCollideWith(other as Entity) as bool;
mySmallFireball . canCollideWith(myEntity);
Return Type:
bool
// SmallFireball.canFreeze as bool
mySmallFireball . canFreeze
Return Type:
bool
// SmallFireball.canFreeze() as bool;
mySmallFireball . canFreeze();
Return Type:
bool
// SmallFireball.clearFire();
mySmallFireball . clearFire();
// SmallFireball.closerThan(other as Entity, distance as double) as bool;
mySmallFireball . closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// SmallFireball.commandSenderWorld as Level
mySmallFireball . commandSenderWorld
Return Type:
Level
// SmallFireball.commandSenderWorld() as Level;
mySmallFireball . commandSenderWorld();
Return Type:
Level
// SmallFireball.controllingPassenger as Entity
mySmallFireball . controllingPassenger
Return Type:
Entity
// SmallFireball.controllingPassenger() as Entity;
mySmallFireball . controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // SmallFireball.customData as MapData
mySmallFireball . customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// SmallFireball.customData() as MapData;
mySmallFireball . customData();
Return Type:
MapData
// SmallFireball.customName as Component
mySmallFireball . customName
Return Type:
Component
// SmallFireball.customName as Component
mySmallFireball . customName
Return Type:
Component
// SmallFireball.customName() as Component;
mySmallFireball . customName();
Return Type:
Component
// SmallFireball.customName() as Component;
mySmallFireball . customName();
Return Type:
Component
// SmallFireball.dampensVibrations as bool
mySmallFireball . dampensVibrations
Return Type:
bool
// SmallFireball.dampensVibrations() as bool;
mySmallFireball . dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // SmallFireball.data as MapData
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// SmallFireball.data() as MapData;
Return Type:
MapData
// SmallFireball.deltaMovement as Vec3
mySmallFireball . deltaMovement
Return Type:
Vec3
// SmallFireball.deltaMovement = (deltaMovement as Vec3);
mySmallFireball . deltaMovement = myVec3;
// SmallFireball.deltaMovement() as Vec3;
mySmallFireball . deltaMovement();
Return Type:
Vec3
// SmallFireball.deltaMovement(deltaMovement as Vec3);
mySmallFireball . deltaMovement(myVec3);
// SmallFireball.dimensionChangingDelay as int
mySmallFireball . dimensionChangingDelay
Return Type:
int
// SmallFireball.dimensionChangingDelay() as int;
mySmallFireball . dimensionChangingDelay();
Return Type:
int
// SmallFireball.direction as Direction
mySmallFireball . direction
Return Type:
Direction
// SmallFireball.direction() as Direction;
mySmallFireball . direction();
Return Type:
Direction
// SmallFireball.discard();
mySmallFireball . discard();
// SmallFireball.dismountsUnderwater as bool
mySmallFireball . dismountsUnderwater
Return Type:
bool
// SmallFireball.displayName as Component
mySmallFireball . displayName
Return Type:
Component
// SmallFireball.displayName as Component
mySmallFireball . displayName
Return Type:
Component
// SmallFireball.displayName() as Component;
mySmallFireball . displayName();
Return Type:
Component
// SmallFireball.displayName() as Component;
mySmallFireball . displayName();
Return Type:
Component
// SmallFireball.distanceTo(entity as Entity) as float;
mySmallFireball . distanceTo(myEntity);
Return Type:
float
// SmallFireball.distanceToSqr(x as double, y as double, z as double) as double;
mySmallFireball . distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// SmallFireball.distanceToSqr(entity as Entity) as double;
mySmallFireball . distanceToSqr(myEntity);
Return Type:
double
// SmallFireball.distanceToSqr(vec as Vec3) as double;
mySmallFireball . distanceToSqr(myVec3);
Return Type:
double
// SmallFireball.effectSource as Entity
mySmallFireball . effectSource
Return Type:
Entity
// SmallFireball.effectSource() as Entity;
mySmallFireball . effectSource();
Return Type:
Entity
// SmallFireball.ejectPassengers();
mySmallFireball . ejectPassengers();
// SmallFireball.eyeHeight as float
mySmallFireball . eyeHeight
Return Type:
float
// SmallFireball.eyeHeight() as float;
mySmallFireball . eyeHeight();
Return Type:
float
// SmallFireball.eyePosition as Vec3
mySmallFireball . eyePosition
Return Type:
Vec3
// SmallFireball.eyePosition() as Vec3;
mySmallFireball . eyePosition();
Return Type:
Vec3
// SmallFireball.eyeY as double
Return Type:
double
// SmallFireball.eyeY() as double;
Return Type:
double
// SmallFireball.fireImmune as bool
mySmallFireball . fireImmune
Return Type:
bool
// SmallFireball.fireImmune() as bool;
mySmallFireball . fireImmune();
Return Type:
bool
// SmallFireball.fireTicks as int
mySmallFireball . fireTicks
Return Type:
int
// SmallFireball.fireTicks = (ticks as int);
mySmallFireball . fireTicks = myInt;
// SmallFireball.firstPassenger as Entity
mySmallFireball . firstPassenger
Return Type:
Entity
// SmallFireball.firstPassenger() as Entity;
mySmallFireball . firstPassenger();
Return Type:
Entity
// SmallFireball.fluidJumpThreshold as double
mySmallFireball . fluidJumpThreshold
Return Type:
double
// SmallFireball.fluidJumpThreshold() as double;
mySmallFireball . fluidJumpThreshold();
Return Type:
double
// SmallFireball.forward as Vec3
Return Type:
Vec3
// SmallFireball.forward() as Vec3;
mySmallFireball . forward();
Return Type:
Vec3
// SmallFireball.getAttachmentData<T>(type as AttachmentType<T>) as T;
mySmallFireball . getAttachmentData < T>(myAttachmentType);
Return Type:
T
// SmallFireball.getAttachmentData<T>(type as Supplier<AttachmentType<T>>) as T;
mySmallFireball . getAttachmentData < T>(mySupplier);
Return Type:
T
// SmallFireball.getEyePosition(partialTicks as float) as Vec3;
mySmallFireball . getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// SmallFireball.getPosition(partialTicks as float) as Vec3;
mySmallFireball . getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// SmallFireball.getUpVector(partialTicks as float) as Vec3;
mySmallFireball . getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// SmallFireball.getViewVector(partialTicks as float) as Vec3;
mySmallFireball . getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// SmallFireball.getX(scale as double) as double;
mySmallFireball . getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// SmallFireball.getY(scale as double) as double;
mySmallFireball . getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// SmallFireball.getZ(scale as double) as double;
mySmallFireball . getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// SmallFireball.hasAttachmentData<T>(type as AttachmentType<T>) as bool;
mySmallFireball . hasAttachmentData < T>(myAttachmentType);
Return Type:
bool
// SmallFireball.hasAttachmentData<T>(type as Supplier<AttachmentType<T>>) as bool;
mySmallFireball . hasAttachmentData < T>(mySupplier);
Return Type:
bool
// SmallFireball.hasCustomName as bool
mySmallFireball . hasCustomName
Return Type:
bool
// SmallFireball.hasCustomName as bool
mySmallFireball . hasCustomName
Return Type:
bool
// SmallFireball.hasCustomName() as bool;
mySmallFireball . hasCustomName();
Return Type:
bool
// SmallFireball.hasCustomName() as bool;
mySmallFireball . hasCustomName();
Return Type:
bool
// SmallFireball.hasExactlyOnePlayerPassenger as bool
mySmallFireball . hasExactlyOnePlayerPassenger
Return Type:
bool
// SmallFireball.hasExactlyOnePlayerPassenger() as bool;
mySmallFireball . hasExactlyOnePlayerPassenger();
Return Type:
bool
// SmallFireball.hasGlowingTag as bool
mySmallFireball . hasGlowingTag
Return Type:
bool
// SmallFireball.hasGlowingTag() as bool;
mySmallFireball . hasGlowingTag();
Return Type:
bool
// SmallFireball.hasIndirectPassenger(entity as Entity) as bool;
mySmallFireball . hasIndirectPassenger(myEntity);
Return Type:
bool
// SmallFireball.hasPassenger(entity as Entity) as bool;
mySmallFireball . hasPassenger(myEntity);
Return Type:
bool
// SmallFireball.hasPassenger(predicate as function(t as Entity) as bool) as bool;
mySmallFireball . hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// SmallFireball.hurt(source as DamageSource, amount as float) as bool;
mySmallFireball . hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// SmallFireball.id as int
Return Type:
int
// SmallFireball.id() as int;
Return Type:
int
// SmallFireball.inBlockState as BlockState
mySmallFireball . inBlockState
Return Type:
BlockState
// SmallFireball.isAlive as bool
Return Type:
bool
// SmallFireball.isAlive() as bool;
mySmallFireball . isAlive();
Return Type:
bool
// SmallFireball.isAlwaysTicking as bool
mySmallFireball . isAlwaysTicking
Return Type:
bool
// SmallFireball.isAlwaysTicking() as bool;
mySmallFireball . isAlwaysTicking();
Return Type:
bool
// SmallFireball.isAttackable as bool
mySmallFireball . isAttackable
Return Type:
bool
// SmallFireball.isAttackable() as bool;
mySmallFireball . isAttackable();
Return Type:
bool
// SmallFireball.isColliding(pos as BlockPos, state as BlockState) as bool;
mySmallFireball . isColliding(myBlockPos, myBlockState);
Return Type:
bool
// SmallFireball.isCrouching as bool
mySmallFireball . isCrouching
Return Type:
bool
// SmallFireball.isCrouching() as bool;
mySmallFireball . isCrouching();
Return Type:
bool
// SmallFireball.isCurrentlyGlowing as bool
mySmallFireball . isCurrentlyGlowing
Return Type:
bool
// SmallFireball.isCurrentlyGlowing() as bool;
mySmallFireball . isCurrentlyGlowing();
Return Type:
bool
// SmallFireball.isCustomNameVisible as bool
mySmallFireball . isCustomNameVisible
Return Type:
bool
// SmallFireball.isCustomNameVisible() as bool;
mySmallFireball . isCustomNameVisible();
Return Type:
bool
// SmallFireball.isDescending as bool
mySmallFireball . isDescending
Return Type:
bool
// SmallFireball.isDescending() as bool;
mySmallFireball . isDescending();
Return Type:
bool
// SmallFireball.isDiscrete as bool
mySmallFireball . isDiscrete
Return Type:
bool
// SmallFireball.isDiscrete() as bool;
mySmallFireball . isDiscrete();
Return Type:
bool
// SmallFireball.isFree(x as double, y as double, z as double) as bool;
mySmallFireball . isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// SmallFireball.isFullyFrozen as bool
mySmallFireball . isFullyFrozen
Return Type:
bool
// SmallFireball.isFullyFrozen() as bool;
mySmallFireball . isFullyFrozen();
Return Type:
bool
// SmallFireball.isInLava as bool
Return Type:
bool
// SmallFireball.isInLava() as bool;
mySmallFireball . isInLava();
Return Type:
bool
// SmallFireball.isInvisible as bool
mySmallFireball . isInvisible
Return Type:
bool
// SmallFireball.isInvisible() as bool;
mySmallFireball . isInvisible();
Return Type:
bool
// SmallFireball.isInvisibleTo(player as Player) as bool;
mySmallFireball . isInvisibleTo(myPlayer);
Return Type:
bool
// SmallFireball.isInvulnerable as bool
mySmallFireball . isInvulnerable
Return Type:
bool
// SmallFireball.isInvulnerable() as bool;
mySmallFireball . isInvulnerable();
Return Type:
bool
// SmallFireball.isInvulnerableTo(source as DamageSource) as bool;
mySmallFireball . isInvulnerableTo(myDamageSource);
Return Type:
bool
// SmallFireball.isInWall as bool
Return Type:
bool
// SmallFireball.isInWall() as bool;
mySmallFireball . isInWall();
Return Type:
bool
// SmallFireball.isInWater as bool
mySmallFireball . isInWater
Return Type:
bool
// SmallFireball.isInWater() as bool;
mySmallFireball . isInWater();
Return Type:
bool
// SmallFireball.isInWaterOrBubble as bool
mySmallFireball . isInWaterOrBubble
Return Type:
bool
// SmallFireball.isInWaterOrBubble() as bool;
mySmallFireball . isInWaterOrBubble();
Return Type:
bool
// SmallFireball.isInWaterOrRain as bool
mySmallFireball . isInWaterOrRain
Return Type:
bool
// SmallFireball.isInWaterOrRain() as bool;
mySmallFireball . isInWaterOrRain();
Return Type:
bool
// SmallFireball.isInWaterRainOrBubble as bool
mySmallFireball . isInWaterRainOrBubble
Return Type:
bool
// SmallFireball.isInWaterRainOrBubble() as bool;
mySmallFireball . isInWaterRainOrBubble();
Return Type:
bool
// SmallFireball.isNoGravity as bool
mySmallFireball . isNoGravity
Return Type:
bool
// SmallFireball.isNoGravity() as bool;
mySmallFireball . isNoGravity();
Return Type:
bool
// SmallFireball.isOnFire as bool
Return Type:
bool
// SmallFireball.isOnFire() as bool;
mySmallFireball . isOnFire();
Return Type:
bool
// SmallFireball.isOnPortalCooldown as bool
mySmallFireball . isOnPortalCooldown
Return Type:
bool
// SmallFireball.isOnPortalCooldown() as bool;
mySmallFireball . isOnPortalCooldown();
Return Type:
bool
// SmallFireball.isPassenger as bool
mySmallFireball . isPassenger
Return Type:
bool
// SmallFireball.isPassenger() as bool;
mySmallFireball . isPassenger();
Return Type:
bool
// SmallFireball.isPassengerOfSameVehicle(entity as Entity) as bool;
mySmallFireball . isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// SmallFireball.isPickable as bool
mySmallFireball . isPickable
Return Type:
bool
// SmallFireball.isPickable() as bool;
mySmallFireball . isPickable();
Return Type:
bool
// SmallFireball.isPushable as bool
mySmallFireball . isPushable
Return Type:
bool
// SmallFireball.isPushable() as bool;
mySmallFireball . isPushable();
Return Type:
bool
// SmallFireball.isPushedByFluid as bool
mySmallFireball . isPushedByFluid
Return Type:
bool
// SmallFireball.isPushedByFluid() as bool;
mySmallFireball . isPushedByFluid();
Return Type:
bool
// SmallFireball.isRemoved as bool
mySmallFireball . isRemoved
Return Type:
bool
// SmallFireball.isRemoved() as bool;
mySmallFireball . isRemoved();
Return Type:
bool
// SmallFireball.isShiftKeyDown as bool
mySmallFireball . isShiftKeyDown
Return Type:
bool
// SmallFireball.isShiftKeyDown() as bool;
mySmallFireball . isShiftKeyDown();
Return Type:
bool
// SmallFireball.isSilent as bool
Return Type:
bool
// SmallFireball.isSilent() as bool;
mySmallFireball . isSilent();
Return Type:
bool
// SmallFireball.isSpectator as bool
mySmallFireball . isSpectator
Return Type:
bool
// SmallFireball.isSpectator() as bool;
mySmallFireball . isSpectator();
Return Type:
bool
// SmallFireball.isSprinting as bool
mySmallFireball . isSprinting
Return Type:
bool
// SmallFireball.isSprinting() as bool;
mySmallFireball . isSprinting();
Return Type:
bool
// SmallFireball.isSteppingCarefully as bool
mySmallFireball . isSteppingCarefully
Return Type:
bool
// SmallFireball.isSteppingCarefully() as bool;
mySmallFireball . isSteppingCarefully();
Return Type:
bool
// SmallFireball.isSuppressingBounce as bool
mySmallFireball . isSuppressingBounce
Return Type:
bool
// SmallFireball.isSuppressingBounce() as bool;
mySmallFireball . isSuppressingBounce();
Return Type:
bool
// SmallFireball.isSwimming as bool
mySmallFireball . isSwimming
Return Type:
bool
// SmallFireball.isSwimming() as bool;
mySmallFireball . isSwimming();
Return Type:
bool
// SmallFireball.isUnderWater as bool
mySmallFireball . isUnderWater
Return Type:
bool
// SmallFireball.isUnderWater() as bool;
mySmallFireball . isUnderWater();
Return Type:
bool
// SmallFireball.isVehicle as bool
mySmallFireball . isVehicle
Return Type:
bool
// SmallFireball.isVehicle() as bool;
mySmallFireball . isVehicle();
Return Type:
bool
// SmallFireball.isVisuallyCrawling as bool
mySmallFireball . isVisuallyCrawling
Return Type:
bool
// SmallFireball.isVisuallyCrawling() as bool;
mySmallFireball . isVisuallyCrawling();
Return Type:
bool
// SmallFireball.isVisuallySwimming as bool
mySmallFireball . isVisuallySwimming
Return Type:
bool
// SmallFireball.isVisuallySwimming() as bool;
mySmallFireball . isVisuallySwimming();
Return Type:
bool
// SmallFireball.item as ItemStack
Return Type:
ItemStack
// SmallFireball.item() as ItemStack;
Return Type:
ItemStack
// SmallFireball.lavaHurt();
mySmallFireball . lavaHurt();
// SmallFireball.level as Level
Return Type:
Level
// SmallFireball.lookAngle as Vec3
mySmallFireball . lookAngle
Return Type:
Vec3
// SmallFireball.lookAngle() as Vec3;
mySmallFireball . lookAngle();
Return Type:
Vec3
// SmallFireball.maxAirSupply as int
mySmallFireball . maxAirSupply
Return Type:
int
// SmallFireball.maxAirSupply() as int;
mySmallFireball . maxAirSupply();
Return Type:
int
// SmallFireball.maxFallDistance as int
mySmallFireball . maxFallDistance
Return Type:
int
// SmallFireball.maxFallDistance() as int;
mySmallFireball . maxFallDistance();
Return Type:
int
// SmallFireball.motionDirection as Direction
mySmallFireball . motionDirection
Return Type:
Direction
// SmallFireball.motionDirection() as Direction;
mySmallFireball . motionDirection();
Return Type:
Direction
// SmallFireball.moveRelative(amount as float, relative as Vec3);
mySmallFireball . moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// SmallFireball.moveTo(vec as Vec3);
mySmallFireball . moveTo(myVec3);
// SmallFireball.moveTo(x as double, y as double, z as double);
mySmallFireball . moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// SmallFireball.moveTo(pos as BlockPos, yaw as float, pitch as float);
mySmallFireball . moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// SmallFireball.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
mySmallFireball . moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
yaw: float
Type: float
pitch: float
Type: float
// SmallFireball.name as Component
Return Type:
Component
// SmallFireball.name as Component
Return Type:
Component
// SmallFireball.name() as Component;
Return Type:
Component
// SmallFireball.name() as Component;
Return Type:
Component
// SmallFireball.onGround as bool
Return Type:
bool
// SmallFireball.onPos as BlockPos
Return Type:
BlockPos
// SmallFireball.onPos() as BlockPos;
Return Type:
BlockPos
// SmallFireball.owner as Entity
Return Type:
Entity
// SmallFireball.owner = (entity as Entity);
mySmallFireball . owner = myEntity;
// SmallFireball.owner(entity as Entity);
mySmallFireball . owner(myEntity);
// SmallFireball.owner() as Entity;
Return Type:
Entity
// SmallFireball.passengers as List<Entity>
mySmallFireball . passengers
Return Type:
List <Entity >
// SmallFireball.passengers() as List<Entity>;
mySmallFireball . passengers();
Return Type:
List <Entity >
// SmallFireball.percentFrozen as float
mySmallFireball . percentFrozen
Return Type:
float
// SmallFireball.percentFrozen() as float;
mySmallFireball . percentFrozen();
Return Type:
float
// SmallFireball.pistonPushReaction as PushReaction
mySmallFireball . pistonPushReaction
Return Type:
PushReaction
// SmallFireball.pistonPushReaction() as PushReaction;
mySmallFireball . pistonPushReaction();
Return Type:
PushReaction
// SmallFireball.playSound(sound as SoundEvent, volume as float, pitch as float);
mySmallFireball . playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// SmallFireball.position as Vec3
Return Type:
Vec3
// SmallFireball.position() as Vec3;
mySmallFireball . position();
Return Type:
Vec3
// SmallFireball.positionRider(entity as Entity);
mySmallFireball . positionRider(myEntity);
// SmallFireball.registryName as ResourceLocation
mySmallFireball . registryName
Return Type:
ResourceLocation
// SmallFireball.registryName() as ResourceLocation;
mySmallFireball . registryName();
Return Type:
ResourceLocation
// SmallFireball.removeTag(tagName as string) as bool;
mySmallFireball . removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// SmallFireball.removeVehicle();
mySmallFireball . removeVehicle();
// SmallFireball.rootVehicle as Entity
mySmallFireball . rootVehicle
Return Type:
Entity
// SmallFireball.rootVehicle() as Entity;
mySmallFireball . rootVehicle();
Return Type:
Entity
// SmallFireball.sendMessage(component as Component);
mySmallFireball . sendMessage(myComponent);
// SmallFireball.setAirSupply(air as int);
mySmallFireball . setAirSupply(myInt);
// SmallFireball.setAttachmentData<T>(type as AttachmentType<T>, data as T) as T?;
mySmallFireball . setAttachmentData < T>(myAttachmentType, myT);
Return Type:
T ?
// SmallFireball.setAttachmentData<T>(type as Supplier<AttachmentType<T>>, data as T) as T?;
mySmallFireball . setAttachmentData < T>(mySupplier, myT);
Return Type:
T ?
// SmallFireball.setCustomName(name as Component);
mySmallFireball . setCustomName(myComponent);
// SmallFireball.setCustomNameVisible(visible as bool);
mySmallFireball . setCustomNameVisible(myBool);
// SmallFireball.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
mySmallFireball . setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// SmallFireball.setGlowingTag(glowing as bool);
mySmallFireball . setGlowingTag(myBool);
// SmallFireball.setInvisible(invisible as bool);
mySmallFireball . setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// SmallFireball.setInvulnerable(invulnerable as bool);
mySmallFireball . setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// SmallFireball.setIsInPowderSnow(inPowderSnow as bool);
mySmallFireball . setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
// SmallFireball.setNoGravity(noGravity as bool);
mySmallFireball . setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// SmallFireball.setOldPosAndRot();
mySmallFireball . setOldPosAndRot();
// SmallFireball.setOnGround(onGround as bool);
mySmallFireball . setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// SmallFireball.setPortalCooldown();
mySmallFireball . setPortalCooldown();
// SmallFireball.setPos(position as Vec3);
mySmallFireball . setPos(myVec3);
// SmallFireball.setPos(x as double, y as double, z as double);
mySmallFireball . setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// SmallFireball.setPosRaw(x as double, y as double, z as double);
mySmallFireball . setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// SmallFireball.setRemoved(var1 as RemovalReason);
mySmallFireball . setRemoved(myRemovalReason);
// SmallFireball.setShiftKeyDown(keyDown as bool);
mySmallFireball . setShiftKeyDown(myBool);
// SmallFireball.setSilent(silent as bool);
mySmallFireball . setSilent(myBool);
// SmallFireball.setSprinting(sprinting as bool);
mySmallFireball . setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
// SmallFireball.setSwimming(swimming as bool);
mySmallFireball . setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// SmallFireball.setTicksFrozen(ticks as int);
mySmallFireball . setTicksFrozen(myInt);
// SmallFireball.shouldBeSaved as bool
mySmallFireball . shouldBeSaved
Return Type:
bool
// SmallFireball.shouldBeSaved() as bool;
mySmallFireball . shouldBeSaved();
Return Type:
bool
// SmallFireball.shouldInformAdmins as bool
mySmallFireball . shouldInformAdmins
Return Type:
bool
// SmallFireball.shouldInformAdmins() as bool;
mySmallFireball . shouldInformAdmins();
Return Type:
bool
// SmallFireball.shouldShowName as bool
mySmallFireball . shouldShowName
Return Type:
bool
// SmallFireball.shouldShowName() as bool;
mySmallFireball . shouldShowName();
Return Type:
bool
// SmallFireball.showVehicleHealth as bool
mySmallFireball . showVehicleHealth
Return Type:
bool
// SmallFireball.showVehicleHealth() as bool;
mySmallFireball . showVehicleHealth();
Return Type:
bool
// SmallFireball.soundSource as SoundSource
mySmallFireball . soundSource
Return Type:
SoundSource
// SmallFireball.soundSource() as SoundSource;
mySmallFireball . soundSource();
Return Type:
SoundSource
// SmallFireball.startRiding(entity as Entity) as bool;
mySmallFireball . startRiding(myEntity);
Return Type:
bool
// SmallFireball.startRiding(entity as Entity, force as bool) as bool;
mySmallFireball . startRiding(myEntity, myBool);
Return Type:
bool
// SmallFireball.stopRiding();
mySmallFireball . stopRiding();
// SmallFireball.stringUUID as string
mySmallFireball . stringUUID
Return Type:
string
// SmallFireball.stringUUID() as string;
mySmallFireball . stringUUID();
Return Type:
string
// SmallFireball.tags as Set<string>
Return Type:
Set <string >
// SmallFireball.tags() as Set<string>;
Return Type:
Set <string >
// SmallFireball.teamColor as int
mySmallFireball . teamColor
Return Type:
int
// SmallFireball.teamColor() as int;
mySmallFireball . teamColor();
Return Type:
int
// SmallFireball.teleportTo(x as double, y as double, z as double);
mySmallFireball . teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// SmallFireball.ticksFrozen as int
mySmallFireball . ticksFrozen
Return Type:
int
// SmallFireball.ticksFrozen() as int;
mySmallFireball . ticksFrozen();
Return Type:
int
// SmallFireball.ticksRequiredToFreeze as int
mySmallFireball . ticksRequiredToFreeze
Return Type:
int
// SmallFireball.ticksRequiredToFreeze() as int;
mySmallFireball . ticksRequiredToFreeze();
Return Type:
int
// SmallFireball.turn(yaw as double, pitch as double);
mySmallFireball . turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
// SmallFireball.unRide();
mySmallFireball . unRide();
Updates the custom NBT data for this Entity. // SmallFireball.updateCustomData(data as MapData);
mySmallFireball . updateCustomData({custom: "data" });
// SmallFireball.updateCustomEntityTag(level as Level, player as Player, data as MapData);
mySmallFireball . updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // SmallFireball.updateData(data as MapData);
mySmallFireball . updateData({key: "value" });
// SmallFireball.uuid as UUID
Return Type:
UUID
// SmallFireball.uuid() as UUID;
Return Type:
UUID
// SmallFireball.vehicle as Entity
Return Type:
Entity
// SmallFireball.vehicle() as Entity;
mySmallFireball . vehicle();
Return Type:
Entity
// SmallFireball.x as double
Return Type:
double
// SmallFireball.x() as double;
Return Type:
double
// SmallFireball.y as double
Return Type:
double
// SmallFireball.y() as double;
Return Type:
double
// SmallFireball.z as double
Return Type:
double
// SmallFireball.z() as double;
Return Type:
double