acceptResourcePack
acceptResourcePack: () => void
activateBlock
activateBlock: (
block: Block,
direction?: Vec3,
cursorPos?: Vec3,
) => Promise<void>
activateEntity
activateEntity: (entity: Entity) => Promise<void>
activateEntityAt
activateEntityAt: (entity: Entity, position: Vec3) => Promise<void>
activateItem
activateItem: (offhand?: boolean) => void
addChatPattern
addChatPattern: (
name: string,
pattern: RegExp,
options?: chatPatternOptions,
) => number
addChatPatternSet
addChatPatternSet: (
name: string,
patterns: RegExp[],
options?: chatPatternOptions,
) => number
attack
attack: (entity: Entity) => void
awaitMessage
awaitMessage: (...args: string[] | RegExp[]) => Promise<string>
blockAt
blockAt: (point: Vec3, extraInfos?: boolean) => null | Block
blockAtCursor
blockAtCursor: (maxDistance?: number, matcher?: Function) => null | Block
blockAtEntityCursor
blockAtEntityCursor: (
entity?: Entity,
maxDistance?: number,
matcher?: Function,
) => null | Block
blockInSight
blockInSight: (maxSteps: number, vectorLength: number) => null | Block
canDigBlock
canDigBlock: (block: Block) => boolean
canSeeBlock
canSeeBlock: (block: Block) => boolean
chat
chat: (message: string) => void
chatAddPattern
chatAddPattern: (
pattern: RegExp,
chatType: string,
description?: string,
) => number
chatPatterns
chatPatterns: ChatPattern[]
clearControlStates
clearControlStates: () => void
clickWindow
clickWindow: (slot: number, mouseButton: number, mode: number) => Promise<void>
closeWindow
closeWindow: (window: Window) => void
connect
connect: (options: BotOptions) => void
consume
consume: () => Promise<void>
controlState
controlState: ControlStateStatus
craft
craft: (recipe: Recipe, count?: number, craftingTable?: Block) => Promise<void>
creative
creative: creativeMethods
currentWindow
currentWindow: null | Window<unknown>
deactivateItem
deactivateItem: () => void
denyResourcePack
denyResourcePack: () => void
dig
dig: (block: Block, forceLook?: boolean | "ignore") => Promise<void> & (
block: Block,
forceLook: boolean | "ignore",
digFace: Vec3 | "auto" | "raycast",
) => Promise<void>
digTime
digTime: (block: Block) => number
dismount
dismount: () => void
elytraFly
elytraFly: () => Promise<void>
end
end: (reason?: string) => void
entities
entities: { [id: string]: Entity }
entityAtCursor
entityAtCursor: (maxDistance?: number) => null | Entity
equip
equip: (
item: number | Item,
destination: null | EquipmentDestination,
) => Promise<void>
experience
experience: Experience
findBlock
findBlock: (options: FindBlockOptions) => null | Block
findBlocks
findBlocks: (options: FindBlockOptions) => Vec3[]
fireworkRocketDuration
fireworkRocketDuration: number
fish
fish: () => Promise<void>
food
food: number
foodSaturation
foodSaturation: number
game
game: GameState
getControlState
getControlState: (control: ControlState) => boolean
getEquipmentDestSlot
getEquipmentDestSlot: (destination: string) => number
getExplosionDamages
getExplosionDamages: (
targetEntity: Entity,
position: Vec3,
radius: number,
rawDamages?: boolean,
) => null | number
hasPlugin
hasPlugin: (plugin: Plugin) => boolean
heldItem
heldItem: null | Item
inventory
inventory: Window<StorageEvents>
isABed
isABed: (bedBlock: Block) => boolean
isRaining
isRaining: boolean
isSleeping
isSleeping: boolean
loadPlugin
loadPlugin: (plugin: Plugin) => void
loadPlugins
loadPlugins: (plugins: Plugin[]) => void
look
look: (yaw: number, pitch: number, force?: boolean) => Promise<void>
lookAt
lookAt: (point: Vec3, force?: boolean) => Promise<void>
majorVersion
majorVersion: string
mount
mount: (entity: Entity) => void
moveSlotItem
moveSlotItem: (sourceSlot: number, destSlot: number) => Promise<void>
moveVehicle
moveVehicle: (left: number, forward: number) => void
nearestEntity
nearestEntity: (filter?: (entity: Entity) => boolean) => null | Entity
openAnvil
openAnvil: (anvil: Block) => Promise<Anvil>
openBlock
openBlock: (
block: Block,
direction?: Vec3,
cursorPos?: Vec3,
) => Promise<Window<unknown>>
openChest
openChest: (
chest: Entity | Block,
direction?: number,
cursorPos?: Vec3,
) => Promise<Chest>
openContainer
openContainer: (
chest: Entity | Block,
direction?: Vec3,
cursorPos?: Vec3,
) => Promise<Chest | Dispenser>
openDispenser
openDispenser: (dispenser: Block) => Promise<Dispenser>
openEnchantmentTable
openEnchantmentTable: (enchantmentTable: Block) => Promise<EnchantmentTable>
openEntity
openEntity: (
block: Entity,
Class: new () => EventEmitter,
) => Promise<Window<unknown>>
openFurnace
openFurnace: (furnace: Block) => Promise<Furnace>
openVillager
openVillager: (villager: Entity) => Promise<Villager>
oxygenLevel
oxygenLevel: number
physics
physics: PhysicsOptions
physicsEnabled
physicsEnabled: boolean
placeBlock
placeBlock: (referenceBlock: Block, faceVector: Vec3) => Promise<void>
placeEntity
placeEntity: (referenceBlock: Block, faceVector: Vec3) => Promise<Entity>
players
players: { [username: string]: Player }
protocolVersion
protocolVersion: string
putAway
putAway: (slot: number) => Promise<void>
putSelectedItemRange
putSelectedItemRange: (
start: number,
end: number,
window: Window,
slot: any,
) => Promise<void>
quickBarSlot
quickBarSlot: number
quit
quit: (reason?: string) => void
recipesAll
recipesAll: (
itemType: number,
metadata: null | number,
craftingTable: null | boolean | Block,
) => Recipe[]
recipesFor
recipesFor: (
itemType: number,
metadata: null | number,
minResultCount: null | number,
craftingTable: null | boolean | Block,
) => Recipe[]
registry
registry: Registry
removeChatPattern
removeChatPattern: (name: string | number) => void
respawn
respawn: () => void
scoreboard
scoreboard: {
"10": ScoreBoard;
"11": ScoreBoard;
"12": ScoreBoard;
"13": ScoreBoard;
"14": ScoreBoard;
"15": ScoreBoard;
"16": ScoreBoard;
"17": ScoreBoard;
"18": ScoreBoard;
"3": ScoreBoard;
"4": ScoreBoard;
"5": ScoreBoard;
"6": ScoreBoard;
"7": ScoreBoard;
"8": ScoreBoard;
"9": ScoreBoard;
belowName: ScoreBoard;
list: ScoreBoard;
sidebar: ScoreBoard;
}
scoreboards
scoreboards: { [name: string]: ScoreBoard }
setCommandBlock
setCommandBlock: (
pos: Vec3,
command: string,
options: CommandBlockOptions,
) => void
setControlState
setControlState: (control: ControlState, state: boolean) => void
setQuickBarSlot
setQuickBarSlot: (slot: number) => void
setSettings
setSettings: (options: Partial<GameSettings>) => void
settings
settings: GameSettings
simpleClick
simpleClick: simpleClick
sleep
sleep: (bedBlock: Block) => Promise<void>
spawnPoint
spawnPoint: Vec3
stopDigging
stopDigging: () => void
supportFeature
supportFeature: <T extends keyof SupportsFeature>(key: T) => SupportsFeature[T]
swingArm
swingArm: (hand: undefined | "left" | "right", showHand?: boolean) => void
tabComplete
tabComplete: (
str: string,
assumeCommand?: boolean,
sendBlockInSight?: boolean,
timeout?: number,
) => Promise<string[]>
targetDigBlock
targetDigBlock: Block
teamMap
teamMap: { [name: string]: Team }
teams
teams: { [name: string]: Team }
thunderState
thunderState: number
time
time: Time
toss
toss: (
itemType: number,
metadata: null | number,
count: null | number,
) => Promise<void>
tossStack
tossStack: (item: Item) => Promise<void>
trade
trade: (
villagerInstance: Villager,
tradeIndex: string | number,
times?: number,
) => Promise<void>
transfer
transfer: (options: TransferOptions) => Promise<void>
unequip
unequip: (destination: null | EquipmentDestination) => Promise<void>
updateHeldItem
updateHeldItem: () => void
updateSign
updateSign: (block: Block, text: string, back?: boolean) => void
useOn
useOn: (targetEntity: Entity) => void
usingHeldItem
usingHeldItem: boolean
waitForChunksToLoad
waitForChunksToLoad: () => Promise<void>
waitForTicks
waitForTicks: (ticks: number) => Promise<void>
wake
wake: () => Promise<void>
whisper
whisper: (username: string, message: string) => void
world
world: WorldSync
writeBook
writeBook: (slot: number, pages: string[]) => Promise<void>
The bot's BotSwarmData.