All Classes and Interfaces

Class
Description
Represents an Activity assignable to a Mob.
Represents Behavior for an Allay
Represents an ordinary Attribute of a Mob
Represents a custom Attribute Instance of a Mob
Represents Behavior for an Axolotl
Represents a Behavior Result
Represents a Behavior Status
Represents a Boss Entity.
Represents a Boss Handler
Represents an Event related to the Brain
Represents Behavior for a Breeze
Bukkit Implementation of EntityBrain
Represents Entity Behaviors for a Camel
Represents a Combat Entry stored in the Entity's EntityCombatTracker
Builder class for a CombatEntry.
Represents a specific location in combat that a Mob can prepare for.
Represents a Conditional State for this Pathfinder to work
Represents Entity Behaviors for Advanced Mobs (i.e.
Represents an extendable Pathfinder for creating Custom Pathfinders.
Represents a custom Ender Dragon Phase.
Represents a Custom Sensor.
Represents Built-In MC Schedules
Represents Entity Behaviors for an Ender Dragon
Represents a special EntityBrain for Ender Dragons.
Represents a Dragon Phase
Utility Class for Ender Dragon Phases
Represents Entity Pathfinder AI
Represents an Entity Animation
Represents an Entity's Attribute
Entity Attribute Builder
Represents Entity Behavior.
Represents an Entity's Body and Server Attributes
Represents EquipmentSlots consisting of your Main Hand and Off-Hand
Represents the result of an interaction
Represents an Entire Entity Brain
Represents an Entity's Combat Tracker
Represents an Entity Controller, used for calling direct actions for an entity.
Represents a Gossip Container Manager for a Villager
Utility class for Entity Memories
Represents a Memory of an entity.
Represents Entity Navigation.
Represents the Schedule Manager for this Entity.
Represents a mob's senses and groups of Sensors.
Represents a Pathfinder that filters in an entity class
Represents Behaviors for a Frog
Represents a Gossip Type that influences an Entity's popularity
Represents an Entity Memory
Represents a Memory Type of Walking Target
Called when a Memory Changes
Represents an Event involving a Memory
Represents the status of a Memory's presence in a brain.
Represents a Boss Minion
Represents a Natural Moving Type.
Represents a Path for an Entity
Represents a Pathfinder Goal of an Entity.
Pathfinder Flags for a Pathfinder
Called before a Pathfinder is added
Represents a Pathfinder to avoid a LivingEntity
Represents a Pathfinder for Wolf Begging
Represents a Pathfinder that has a Mob break a door
Represents a Pathfinder to Breath Air
Represents a Pathfinder that causes Animals to breed
Represents a Pathfinder for a Cat to sit on a Bed
Represents a Pathfinder for a Cat to sit on a block
Called when Pathfinders are cleared
Represents a Pathfinder to climb on Powdered Snow
Represents a Pathfinder for an Iron Golem to defend a Village
Represents a Pathfinder that makes Dolphins Jump
Represents a Pathfinder for a Mob to eat a tile
Represents an event involving a Pathfinder
Represents a Pathfinder for a Creature to try and find water
Represents a Pathfinder for a Creature to avoid the sun or to extinguish a fire.
Represents a Pathfinder that mobs need to float on water
Represents a Pathfinder for a Creature to follow a Boat
Represents a Pathfinder for a Cod / Salmon / Tropical Fish to follow its school leader
Represents a Pathfinder for a Mob to follow another Mob
Represents a Pathfinder for a Tamable Animal to follow its owner
Represents a Pathfinder for a baby version of a mob to follow an adult version of a mob
Represents a Pathfinder for any Creature to retaliate if they are damaged
Represents information about a Pathfinder
Represents a Pathfinder for a Mob to leap at its target
Represents a Pathfinder for a Llama to follow a Caravan
Represents a Pathfinder for an Entity to look at another Entity
Represents a Pathfinder for a Villager
Represents a Pathfinder for a Creature to attack.
Represents a Pathfinder for a Creature to move throughout a Village
Represents a Pathfinder for an Entity to move to another block
Represents a Pathfinder for a Raider to move to a Raid
Represents a Pathfinder for a Creature to move towards its restriction center (if a mob has restriction)
Represents a Pathfinder for a Creature to move towards its target
Represents a Pathfinder to target a specific type of Entity
Represents a Pathfinder for a specific Raider's attack
Represents a Pathfinder for Raiders to heal another Raider
Represents a Pathfinder for a special Ocelot Attack
Represents a Pathfinder for an Iron Golem to offer a Villager a flower
Represents a Pathfinder for an entity to open a door
Represents a Pathfinder for a Tamable to attack the Target if its owner is hurt
Represents a Pathfinder where a Tamable Animal attacks the owner's target.
Represents a Pathfinder for a Creature to panic when damaged
Represents a Pathfinder for a Mob to randomly look around
Represents a Pathfinder for a Horse-like Mob to randomly stand.
Represents a Pathfinder for Creatures to randomly stroll
Represents a Pathfinder for a Creature to randomly fly
Represents a Pathfinder for a Creature to randomly stroll throughout a village
Represents a Pathfinder to randomly stroll only on land.
Represents a Pathfinder for a Creature to randomly stroll through a village
Represents a Pathfinder to Randomly Stroll back into a Village
Represents a Pathfinder for a Mob to randomly swim
Represents a Pathfinder for a ranged entity to shoot ranged projectiles
Represents a Pathfinder for Any Ranged Monster to shoot arrows from a bow
Represents a Pathfinder for Any Crossbow-Specific Ranged Monster to shoot arrows from a crossbow
Represents a Pathfinder for a Creature to remove a block
Called when a Pathfinder is removed
Represents a Pathfinder for a Neutral Mob to reset its Universal Anger
Represents a Pathfinder for a Creature to avoid the Sun.
Pathfinder for Shoulder-Riding Entities, like Parrots, to ride on a Player's shoulder
Represents a Pathfinder for the logic of a Tamable Animal to sit when told to
Represents a Pathfinder that will cause a trap when players get close
Represents the Pathfinder for the logic of a Creeper to swell before exploding
Represents a Pathfinder for the logic of taming any horse by riding it
Represents a Pathfinder for the logic of this Creature getting tempted to move to another entity, for when they hold a specific item.
Represents the Pathfinder for the logic of any Villager to trade with a Player
Represents a Pathfinder for a Mob to use an Item
Represents a Pathfinder when a Wild Animal Mob but not tamed targets another Entity.
Represents a Pathfinder for a special Zombie Melee Attack
Represents Behavior for a Bukkit Piglin
Represents a Location without a World
Represents a Path, or a set of Position objects to get to a final destination.
Represents a Pathfinder that has a chance of succeeding
Represents a Pathfinder that contains Ranged Values
Represents registration under a specific context.
Represents an Attack that will be Repeated until the entity dies.
Represents a Pathfinder that has a repeating interval, in ticks
Called before an Entity's Restriction Center Changes
Represents a Mob's Daily Routine
Builder class for making a Schedule
Represents an action performed when certain Memory objects are present.
Represents a Pathfinder that has a speed modifier
Represents a target of a Pathfinder
Represents a Pathfinder that involves targeting.
Represents a Memory Unit.
Represents an entity type that updates its Activities
Represents Behavior specific to Villagers
Represents a Special Brain for a Villager
Represents Warden Behaviors
Represents a Pathfinder that is world specific
Represents a Pathfinder with a Priority