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Events

This augments CommandHelper with my events from bukkit

Event Name Description Prefilters Event Data Mutable Fields
player_bucket_empty Called when a player empties a bucket. dropitem: <String Match>
bucket: <String Match>
facing: <String Match>
block: The block to be emptied
blockclicked: The block clicked with the bucket
location: The location of emptied block
clicked: Сlick location
dropitem: The item that will be dropped after the action
facing: The side of the clicked block
bucket: Bucket name
player_bucket_fill Called when a player empties a bucket. dropitem: <String Match>
bucket: <String Match>
facing: <String Match>
block: The block to be emptied
blockclicked: The block clicked with the bucket
location: The location of emptied block
clicked: Сlick location
dropitem: The item that will be dropped after the action
facing: The side of the clicked block
bucket: Bucket name
dropitem
item_break Fired when a player's item breaks (such as a shovel or flint and steel).
After this event, the item's amount will be set to item amount - 1 and its durability will be reset to 0.
player: <string match>
itemname: <string match>
player: The player
item: An item array of the item being broke
entity_breed Fired when one Entity breeds with another Entity. type: <String match> child: The child UUID
mother: The mother UUID
father: The father UUID
breeder: The UUID of breeder responsible for breeding. Breeder is null for spontaneous conception
item: The ItemStack that was used to initiate breeding, if present
xp
xp: the amount of xp to drop

Functions

Entities

boolean entity_exists_in_world(entityUUID, [world])

Checks if an entity exists in the world

boolean entity_in_love_mode(entityUUID)

Checks if an entity in love mode

void set_love_mode_ticks(entityUUID, ticks)

Set the amount of ticks for which this entity should be in love mode. Setting the love mode ticks to 600 is the equivalent of a player feeding the entity their breeding item of choice

void set_arrow_pickup(entityUUID, pickup)

Sets the current pickup status of this arrow

string get_arrow_pickup(entityUUID)

Gets the current pickup status of this arrow.

World

array get_end_gateway_data(location)

Return EndGateway block data

Inventory

array pivn_extend([player [slot]])

Same as pinv, but provide custom data

void set_pivn_extend([player, [slot]], inv)

Same as set_pinv, but provide custom data