CommandSender, Entity, Metadatable, Nameable, Permissible, PersistentDataHolder, Projectile, ServerOperatorArrow, SpectralArrow, TippedArrow, Tridentpublic interface AbstractArrow extends Projectile
| Modifier and Type | Interface | Description | 
|---|---|---|
| static class  | AbstractArrow.PickupStatus | Represents the pickup status of this arrow. | 
Entity.Spigot| Modifier and Type | Method | Description | 
|---|---|---|
| @Nullable Block | getAttachedBlock() | Gets the block to which this arrow is attached. | 
| double | getDamage() | Gets the base amount of damage this arrow will do. | 
| int | getKnockbackStrength() | Gets the knockback strength for an arrow, which is the
  KnockBacklevel
 of the bow that shot it. | 
| @NotNull AbstractArrow.PickupStatus | getPickupStatus() | Gets the current pickup status of this arrow. | 
| int | getPierceLevel() | Gets the number of times this arrow can pierce through an entity. | 
| boolean | isCritical() | Gets whether this arrow is critical. | 
| boolean | isInBlock() | Gets whether this arrow is in a block or not. | 
| boolean | isShotFromCrossbow() | Gets if this arrow was shot from a crossbow. | 
| void | setCritical(boolean critical) | Sets whether or not this arrow should be critical. | 
| void | setDamage(double damage) | Sets the base amount of damage this arrow will do. | 
| void | setKnockbackStrength(int knockbackStrength) | Sets the knockback strength for an arrow. | 
| void | setPickupStatus(@NotNull AbstractArrow.PickupStatus status) | Sets the current pickup status of this arrow. | 
| void | setPierceLevel(int pierceLevel) | Sets the number of times this arrow can pierce through an entity. | 
| void | setShotFromCrossbow(boolean shotFromCrossbow) | Sets if this arrow was shot from a crossbow. | 
getName, sendMessage, sendMessageaddPassenger, addScoreboardTag, eject, getBoundingBox, getEntityId, getFacing, getFallDistance, getFireTicks, getHeight, getLastDamageCause, getLocation, getLocation, getMaxFireTicks, getNearbyEntities, getPassenger, getPassengers, getPistonMoveReaction, getPortalCooldown, getPose, getScoreboardTags, getServer, getTicksLived, getType, getUniqueId, getVehicle, getVelocity, getWidth, getWorld, hasGravity, isCustomNameVisible, isDead, isEmpty, isGlowing, isInsideVehicle, isInvulnerable, isOnGround, isPersistent, isSilent, isValid, leaveVehicle, playEffect, remove, removePassenger, removeScoreboardTag, setCustomNameVisible, setFallDistance, setFireTicks, setGlowing, setGravity, setInvulnerable, setLastDamageCause, setPassenger, setPersistent, setPortalCooldown, setRotation, setSilent, setTicksLived, setVelocity, spigot, teleport, teleport, teleport, teleportgetMetadata, hasMetadata, removeMetadata, setMetadatagetCustomName, setCustomNameaddAttachment, addAttachment, addAttachment, addAttachment, getEffectivePermissions, hasPermission, hasPermission, isPermissionSet, isPermissionSet, recalculatePermissions, removeAttachmentgetPersistentDataContainerdoesBounce, getShooter, setBounce, setShooterisOp, setOpint getKnockbackStrength()
KnockBack level
 of the bow that shot it.void setKnockbackStrength(int knockbackStrength)
knockbackStrength - the knockback strength valuedouble getDamage()
0.5 * (1 + power level) added for arrows fired from
 enchanted bows.void setDamage(double damage)
damage - new damage amountint getPierceLevel()
void setPierceLevel(int pierceLevel)
pierceLevel - new pierce levelboolean isCritical()
Critical arrows have increased damage and cause particle effects.
Critical arrows generally occur when a player fully draws a bow before firing.
void setCritical(boolean critical)
critical - whether or not it should be criticalboolean isInBlock()
Arrows in a block are motionless and may be picked up by players.
@Nullable @Nullable Block getAttachedBlock()
@NotNull @NotNull AbstractArrow.PickupStatus getPickupStatus()
void setPickupStatus(@NotNull
                     @NotNull AbstractArrow.PickupStatus status)
status - new pickup status of this arrow.boolean isShotFromCrossbow()
void setShotFromCrossbow(boolean shotFromCrossbow)
shotFromCrossbow - if shot from a crossbowCopyright © 2020. All rights reserved.