Molang Player Functions
Players can also use entity functions. Type is ObjectValue<Player>.
| Name | Description | Usage | Server Only |
|---|---|---|---|
username(): String |
Returns the name of a player. | q.player.username() |
|
uuid(): String |
Returns the UUID of a player. | q.player.uuid() |
|
main_held_item(): ObjectValue<Item> |
Returns the Item Object in the player's main hand. | q.player.main_held_item() |
|
off_held_item(): ObjectValue<Item> |
Returns the Item Object in the player's off hand. | q.player.off_held_item() |
|
face(isLeftSide: Boolean?): ObjectValue<PlayerDialogueFaceProvider> |
Returns a ObjectValue of [PlayerDialogueFaceProvider]. isLeftSide is true by default.
|
q.player.face() |
|
swing_hand() |
Swings the player's hand. | q.player.swing_hand() |
|
food_level(): Double |
Returns the food level of the player. | q.player.food_level() |
|
saturation_level(): Double |
Returns the saturation level of the player. | q.player.saturation_level() |
|
tell(message: String, overlay: Boolean?) |
Displays a message in the player's chat, and will overlay if overlay is set to true.
|
q.player.tell('Hello world!') |
|
teleport(x: Double, y: Double, z: Double, playParticleOptions: Boolean?) |
Teleports the player to x, y, and z. If playParticleOptionss is true then particles will be displayed.
|
q.player.teleport(0,0,0) |
|
heal(amount: Double?) |
Will heal a player by amount, or to max health if unspecified.
|
q.player.heal(5) |
Yes |
environment(): MoLangEnvironment |
Returns a MoLang environment with the query set as a ObjectValue<Player> for this player.
|
q.player.environment() |
Yes |
is_player(): Double |
Returns 1.0.
|
p.player.is_player() |
Yes |
run_command(command: String) |
Runs a command as the player. | run_command('/say Hello World!') |
Yes |
is_party_at_full_health(): Double |
Returns if no Pokémon is able to heal, aka all is at full health. | q.player.is_party_at_full_health() |
Yes |
can_heal_at_healer(position: ArrayStruct<Int>): Double |
Returns 0.0 if the block is not a healing machine or if the healing machine cannot heal the player's party. Otherwise returns 1.0.
|
q.player.can_heal_at_healer(v.location) |
Yes |
put_pokemon_in_healer(position: ArrayStruct<Int>): Double |
Attempts to heal all Pokémon in the party at the specified healing machine. Returns 0.0 if the block is not a healing machine or if the party cannot be healed. Otherwise returns 1.0.
|
q.party.put_pokemon_in_healer(v.location) |
Yes |
party(): ObjectValue<PartyStore> |
Returns a struct of the player's party store. | q.player.party() |
Yes |
pc(): ObjectValue<PCStore> |
Returns a struct of the player's PC store. | q.player.pc() |
Yes |
has_permission(permission: String, level: Int?) |
Returns 1.0 if the player has this permission at the specified level, otherwise returns 0.0. level is 4 at default.
|
q.player.has_permission('command.pc') |
Yes |
data(): VariableStruct |
Returns a VariableStruct from Cobblemon's Molang store for that player's UUID.
|
q.player.data() |
Yes |
save_data() |
Saves to Cobblemon's Molang Store for that player's UUID. | q.player.save_data() |
Yes |
in_battle(): Double |
Returns 1.0 if the player is in battle, otherwise returns 0.0.
|
q.player.in_battle() |
Yes |
battle(): MoValue |
Returns a Struct CHECK TYPE if in battle, otherwise returns 0.0.
|
q.player.battle() |
Yes |
get_npc_data(npc: MoValue): VariableStruct |
Get the NPC's data from the player's MoLang store. npc can either be the NPC's UUID or an ObjectValue<NPCEntity>.
|
q.player.get_npc_data(q.npc) |
Yes |
get_npc_variable(npc: MoValue, variable: String): MoValue |
Get a variable from the NPC's data from the player's MoLang store. npc can either be the NPC's UUID or a ObjectValue<NPCEntity>. variable is a string key. If the key is not in the NPC data or the variable is null it will return 0.0.
|
q.player.get_npc_data(q.npc, 'fight_count') |
Yes |
set_npc_data(npc: MoValue, variable: String, value: MoValue, saveAfterwards: Boolean?): DoubleValue |
Set a variable from the NPC's data from the player's MoLang store. npc can either be the NPC's UUID or a ObjectValue<NPCEntity>. variable is used as the key and value is used as the value. saveAfterwards is true by default. Will return 1.0
|
q.player.set_npc_data(q.npc, 'fight_count', 1) |
Yes |
pokedex(): ObjectValue<AbstractPokedexManager> |
Returns an ObjectValue<AbstractPokedexManager> of the player's pokedex.
|
q.player.pokedex() |
Yes |