BowItem
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.
Extends
BowItem extends ProjectileWeaponItem
.
Implements
BowItem
implements the following interfaces:
Undocumented Interfaces
FeatureElement
,IItemExtension
Members
Parameters:
modifier: AttributeModifier
Type: AttributeModifier
slot: EquipmentSlotGroup
Type: EquipmentSlotGroup
Parameters:
enchantment: Enchantment
Type: Enchantment
level: int
Type: int
Return Type:
function(t as ItemStack) as bool
Return Type:
ItemDefinition
Return Type:
ItemDefinition
Parameters:
modifiers: ItemAttributeModifiers
Type: ItemAttributeModifiers
Parameters:
patterns: BannerPatternLayers
Type: BannerPatternLayers
Parameters:
occupants: List<BeehiveBlockEntityOccupant>
Type: List<BeehiveBlockEntityOccupant>
Parameters:
data: CustomData
Type: CustomData
Parameters:
blockState: BlockItemStateProperties
Type: BlockItemStateProperties
Parameters:
data: CustomData
Type: CustomData
Parameters:
bundleContents: BundleContents
Type: BundleContents
Parameters:
predicate: AdventureModePredicate
Type: AdventureModePredicate
Parameters:
predicate: AdventureModePredicate
Type: AdventureModePredicate
Parameters:
chargedProjectiles: ChargedProjectiles
Type: ChargedProjectiles
Return Type:
string
Return Type:
string
Return Type:
DataComponentMap
Parameters:
container: ItemContainerContents
Type: ItemContainerContents
Parameters:
containerLoot: SeededContainerLoot
Type: SeededContainerLoot
Parameters:
creativeSlotLock: bool
Type: bool
Parameters:
customData: CustomData
Type: CustomData
Parameters:
modelData: CustomModelData
Type: CustomModelData
Parameters:
debugStickState: DebugStickState
Type: DebugStickState
Return Type:
IItemStack
Return Type:
IItemStack
Return Type:
IItemStack
Return Type:
int
Parameters:
color: DyedItemColor
Type: DyedItemColor
Parameters:
value: bool
Type: bool
Parameters:
enchantments: ItemEnchantments
Type: ItemEnchantments
Parameters:
data: CustomData
Type: CustomData
Parameters:
intangibleProjectile: bool
Type: bool
Parameters:
explosion: FireworkExplosion
Type: FireworkExplosion
Parameters:
food: FoodProperties
Type: FoodProperties
Returns: the given time as a power value between 0 and 1
Parameters:
charge: int
Type: int
- The charge to convert
Return Type:
float
Parameters:
hideAdditionalTooltip: bool
Type: bool
Parameters:
hideTooltip: bool
Type: bool
Parameters:
instrument: Instrument
Type: Instrument
Parameters:
intangibleProjectile: bool
Type: bool
Parameters:
tracker: LodestoneTracker
Type: LodestoneTracker
Parameters:
mapColor: MapItemColor
Type: MapItemColor
Parameters:
mapDecorations: MapDecorations
Type: MapDecorations
Parameters:
mapPostProcessing: MapPostProcessing
Type: MapPostProcessing
Parameters:
maxDamage: int
Type: int
Parameters:
maxStackSize: int
Type: int
Parameters:
sound: ResourceLocation
Type: ResourceLocation
Parameters:
amplifier: int
Type: int
Parameters:
decorations: PotDecorations
Type: PotDecorations
Parameters:
potionContents: PotionContents
Type: PotionContents
Parameters:
profile: ResolvableProfile
Type: ResolvableProfile
Parameters:
recipes: List<ResourceLocation>
Type: List<ResourceLocation>
Return Type:
ResourceLocation
Return Type:
ResourceLocation
Parameters:
type: DataComponentType<T>
Type: DataComponentType<T>
Parameters:
cost: int
Type: int
Parameters:
type: DataComponentType<T>
Type: DataComponentType<T>
value: T
Type: T
Parameters:
type: DataComponentType<T>
Type: DataComponentType<T>
Parameters:
storedEnchantments: ItemEnchantments
Type: ItemEnchantments
held projectiles are projectiles that can only be used when held in the off-hand while shooting / charging
Return Type:
function(t as ItemStack) as bool
Parameters:
suspiciousStewEffects: SuspiciousStewEffects
Type: SuspiciousStewEffects
Parameters:
unbreakable: Unbreakable
Type: Unbreakable
Parameters:
writableBookContent: WritableBookContent
Type: WritableBookContent
Parameters:
writtenBookContent: WrittenBookContent
Type: WrittenBookContent