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3. Events
TreemanKing edited this page May 24, 2024
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This page shows a list of events and the requirement of each event.
- This event fires when a player attacks an entity
- There are certain types types/actions other than the Common Event Types.
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COMBAT_PLAYER
(Combat to player by melee) -
COMBAT_PLAYER_PROJECTILE
(Combat to player by projectile) -
COMBAT_MOB
(Combat to mob by melee) -
COMBAT_MOB_PROJECTILE
(Combat to mob by projectile) - If none of these are selected, it will default as any melee/projectile to any entity
-
Events:
- ATTACK:
Type: COMBAT_PLAYER
Effects:
- This event fires when a player consumes an item (eating/drinking).
- There are no additional event types/actions other than the Common Event Types.
Events:
- CONSUME:
Effects:
- This event fires when a player is damaged
- There are certain types types/actions other than the Common Event Types.
-
DAMAGE_PLAYER
(Damage by player by melee) -
DAMAGE_PLAYER_PROJECTILE
(Damage by player by projectile) -
DAMAGE_MOB
(Damage by mob) -
DAMAGE_MOB_PROJECTILE
(Damage by mob by projectile) - If none of these are selected, it will default as any melee/projectile to any entity
-
Events:
- DAMAGED:
Type: DAMAGE_PLAYER
Effects:
- This event fires when a player casts in/out a fishing rod.
- There are certain event types/actions other than the Common Event Types.
HOOK
Events:
- HOOK:
Effect-Target: HOOK
Effects:
- This event fires when a player jumps.
- There are no additional event types/actions other than the Common Event Types.
Events:
- JUMP:
Effects:
- This event fires when the armor set is initially equipped. This means the effects will apply when the armor set is equipped.
- There are no additional event types/actions other than the Common Event Types.
Events:
- ON_EQUIP:
Effects:
- This event fires when a potion effect is modified on a player
- There are certain types types/actions other than the Common Event Types.
Events:
- ON_POTION_EFFECT:
Type:
- REGENERATION
- POISON
Effects:
- This event fires when a player boosts an elytra with a firework
- There are no additional event types/actions other than the Common Event Types.
Events:
- PLAYER_ELYTRA_BOOST:
Effects:
Chance is a double value in between 0.0 and 1.0.
Example
# Represents the structure of chance (50% chance of firing)
Events:
- <Event-Name>
Chance: 0.5
Important
Conditions relies on PlaceholderAPI to be installed on your server. Without this and it's expansions, this section will not work.
Conditions are a list of strings where each string is a new condition that is required.
Structure
- The structure requires the placeholder to be at the front and make it equivalent to a certain value. It is of a string type so make sure you include
" "
in it
Structure Example
"%placeholder% == string/number"
Operators
- The operators for the conditions are:
== , <, >, <=, >=
Example
# Represents the structure of conditions
Events:
- <Event-Name>
Conditions:
- "%player_world% == world"
- "%player_level% > 5"
Cooldown is an integer represented in seconds which requires a value greater than 0 for it to operate.
Example
# Represents the structure required for cooldown (5 second cooldown in real-time)
Events:
- <Event-Name>
Cooldown: 5 # (in seconds)