Class WeaponDamageEntityEvent
java.lang.Object
org.bukkit.event.Event
org.bukkit.event.entity.EntityEvent
me.deecaad.weaponmechanics.weapon.weaponevents.WeaponEvent
me.deecaad.weaponmechanics.weapon.weaponevents.WeaponDamageEntityEvent
- All Implemented Interfaces:
org.bukkit.event.Cancellable
Called whenever an entity is damaged by a weapon. For deaths, use the
WeaponKillEntityEvent instead. The calculations for final damage
can be quite extensive, so be user to change values before using
getFinalDamage().-
Nested Class Summary
Nested classes/interfaces inherited from class org.bukkit.event.Event
org.bukkit.event.Event.Result -
Field Summary
Fields inherited from class me.deecaad.weaponmechanics.weapon.weaponevents.WeaponEvent
weaponTitleFields inherited from class org.bukkit.event.entity.EntityEvent
entity -
Constructor Summary
ConstructorsConstructorDescriptionWeaponDamageEntityEvent(String weaponTitle, org.bukkit.inventory.ItemStack weaponItem, org.bukkit.entity.LivingEntity weaponUser, org.bukkit.inventory.EquipmentSlot hand, org.bukkit.entity.LivingEntity victim, double baseDamage, boolean isBackstab, double critChance, DamagePoint point, int armorDamage, int fireTicks, boolean isExplosion, double distanceTravelled, DamageModifier damageModifier, me.deecaad.core.mechanics.Mechanics damageMechanics, me.deecaad.core.mechanics.Mechanics killMechanics, me.deecaad.core.mechanics.Mechanics backstabMechanics, me.deecaad.core.mechanics.Mechanics criticalHitMechanics, me.deecaad.core.mechanics.Mechanics headMechanics, me.deecaad.core.mechanics.Mechanics bodyMechanics, me.deecaad.core.mechanics.Mechanics armsMechanics, me.deecaad.core.mechanics.Mechanics legsMechanics, me.deecaad.core.mechanics.Mechanics feetMechanics) -
Method Summary
Modifier and TypeMethodDescriptionvoidaddDamageModifier(DamageModifier modifier) intReturns the amount of damage to armor.me.deecaad.core.mechanics.Mechanicsme.deecaad.core.mechanics.MechanicsdoubleThe weapon's base damage amount (before calculations).me.deecaad.core.mechanics.MechanicsdoubleReturns the chance of a critical hit.doubleReturns the bonus damage from a critical hit.me.deecaad.core.mechanics.Mechanicsme.deecaad.core.mechanics.Mechanicsdoubleme.deecaad.core.mechanics.MechanicsdoubleReturns the damage AFTER all the calculations.intHow many ticks should the victim be lit on fire for.static org.bukkit.event.HandlerList@NotNull org.bukkit.event.HandlerListme.deecaad.core.mechanics.Mechanicsme.deecaad.core.mechanics.Mechanicsme.deecaad.core.mechanics.MechanicsgetPoint()Gets the body part that was hit (head/arms/chest/etc).org.bukkit.entity.LivingEntityWho is being damaged by the weapon.booleanReturns true if the damage came from behind the victim.booleanbooleanDeprecated, for removal: This API element is subject to removal in a future version.booleanbooleanReturns true if the damage from the last calculation was a critical hit.voidsetArmorDamage(int armorDamage) Sets the amount of damage to armor.voidsetArmsMechanics(me.deecaad.core.mechanics.Mechanics armsMechanics) voidsetBackstab(boolean backstab) Sets whether this was a backstab.voidsetBackstabMechanics(me.deecaad.core.mechanics.Mechanics backstabMechanics) voidsetBaseDamage(double baseDamage) Sets the base damage amount (before calculations).voidsetBodyMechanics(me.deecaad.core.mechanics.Mechanics bodyMechanics) voidsetCancelled(boolean cancelled) doublesetCritChance(double critChance) Sets the chance of a critical hit.voidsetCritDamage(double critDamage) Sets the bonus damage from a critical hit.voidsetCritical(boolean isCritical) Sets whether this is a critical hit.voidsetCriticalHitMechanics(me.deecaad.core.mechanics.Mechanics criticalHitMechanics) voidsetDamageMechanics(me.deecaad.core.mechanics.Mechanics damageMechanics) voidsetDistanceTravelled(double distanceTravelled) voidsetDropoff(DamageDropoff dropoff) voidsetExplosion(boolean explosion) voidsetFeetMechanics(me.deecaad.core.mechanics.Mechanics feetMechanics) voidsetFinalDamage(double finalDamage) Overrides the final damage and skips calculations.voidsetFireTicks(int fireTicks) Sets the number of ticks the victim should be lit on fire for.voidsetHeadMechanics(me.deecaad.core.mechanics.Mechanics headMechanics) voidsetKillMechanics(me.deecaad.core.mechanics.Mechanics killMechanics) voidsetLegsMechanics(me.deecaad.core.mechanics.Mechanics legsMechanics) voidsetPoint(DamagePoint point) Sets the body part that was hit (head/arms/chest/etc).Methods inherited from class me.deecaad.weaponmechanics.weapon.weaponevents.WeaponEvent
getHand, getHandData, getShooter, getShooterWrapper, getWeaponStack, getWeaponTitle, isMainHand, isOffHandMethods inherited from class org.bukkit.event.entity.EntityEvent
getEntity, getEntityTypeMethods inherited from class org.bukkit.event.Event
getEventName, isAsynchronous
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Constructor Details
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WeaponDamageEntityEvent
public WeaponDamageEntityEvent(String weaponTitle, org.bukkit.inventory.ItemStack weaponItem, org.bukkit.entity.LivingEntity weaponUser, org.bukkit.inventory.EquipmentSlot hand, org.bukkit.entity.LivingEntity victim, double baseDamage, boolean isBackstab, double critChance, DamagePoint point, int armorDamage, int fireTicks, boolean isExplosion, double distanceTravelled, DamageModifier damageModifier, me.deecaad.core.mechanics.Mechanics damageMechanics, me.deecaad.core.mechanics.Mechanics killMechanics, me.deecaad.core.mechanics.Mechanics backstabMechanics, me.deecaad.core.mechanics.Mechanics criticalHitMechanics, me.deecaad.core.mechanics.Mechanics headMechanics, me.deecaad.core.mechanics.Mechanics bodyMechanics, me.deecaad.core.mechanics.Mechanics armsMechanics, me.deecaad.core.mechanics.Mechanics legsMechanics, me.deecaad.core.mechanics.Mechanics feetMechanics)
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Method Details
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getVictim
public org.bukkit.entity.LivingEntity getVictim()Who is being damaged by the weapon.- Returns:
- The non-null entity being damaged.
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getBaseDamage
public double getBaseDamage()The weapon's base damage amount (before calculations).- Returns:
- The base damage.
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setBaseDamage
public void setBaseDamage(double baseDamage) Sets the base damage amount (before calculations). Resets the result ofgetFinalDamage().- Parameters:
baseDamage- The base damage.
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getFinalDamage
public double getFinalDamage()Returns the damage AFTER all the calculations.- Returns:
- The final damage.
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setFinalDamage
public void setFinalDamage(double finalDamage) Overrides the final damage and skips calculations. Probably don't want to use this method, as it will skip headshots, backstabs, armor, etc.- Parameters:
finalDamage- The final damage amount.
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isBackstab
public boolean isBackstab()Returns true if the damage came from behind the victim.- Returns:
- true is this is a backstab.
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setBackstab
public void setBackstab(boolean backstab) Sets whether this was a backstab. Resets the result ofgetFinalDamage().- Parameters:
backstab- true if this is a backstab.
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isCritical
Deprecated, for removal: This API element is subject to removal in a future version.Returns true if the damage is critical (usually determined by chance).- Returns:
- true if this is critical hit.
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setCritical
public void setCritical(boolean isCritical) Sets whether this is a critical hit. Resets the result ofgetFinalDamage().- Parameters:
isCritical- true if this is a critical hit.
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getCritChance
public double getCritChance()Returns the chance of a critical hit.- Returns:
- The chance of a critical hit.
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isWasCritical
public boolean isWasCritical()Returns true if the damage from the last calculation was a critical hit.- Returns:
- true if this was a critical hit.
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getCritDamage
public double getCritDamage()Returns the bonus damage from a critical hit.- Returns:
- The bonus damage from a critical hit.
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setCritDamage
public void setCritDamage(double critDamage) Sets the bonus damage from a critical hit. Resets the result ofgetFinalDamage().- Parameters:
critDamage- The bonus damage from a critical hit.
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setCritChance
public double setCritChance(double critChance) Sets the chance of a critical hit. Resets the result ofgetFinalDamage().- Parameters:
critChance- The chance of a critical hit.
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getPoint
Gets the body part that was hit (head/arms/chest/etc).- Returns:
- The nullable damage point.
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setPoint
Sets the body part that was hit (head/arms/chest/etc). Resets the result ofgetFinalDamage().- Parameters:
point- The nullable damage point.
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getArmorDamage
public int getArmorDamage()Returns the amount of damage to armor. There is a chance for this number to be ignored (if the armor has unbreaking).- Returns:
- the amount of damage to armor.
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setArmorDamage
public void setArmorDamage(int armorDamage) Sets the amount of damage to armor. There is a chance for this number to be ignored (if the armor has unbreaking).- Parameters:
armorDamage- Sets the amount of damage to the armor.
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getFireTicks
public int getFireTicks()How many ticks should the victim be lit on fire for.- Returns:
- The fire ticks.
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setFireTicks
public void setFireTicks(int fireTicks) Sets the number of ticks the victim should be lit on fire for.- Parameters:
fireTicks- The fire ticks.- See Also:
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Entity.setFireTicks(int)
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isExplosion
public boolean isExplosion() -
setExplosion
public void setExplosion(boolean explosion) -
getDropoff
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setDropoff
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getDistanceTravelled
public double getDistanceTravelled() -
setDistanceTravelled
public void setDistanceTravelled(double distanceTravelled) -
addDamageModifier
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getDamageModifiers
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getDamageMechanics
public me.deecaad.core.mechanics.Mechanics getDamageMechanics() -
setDamageMechanics
public void setDamageMechanics(me.deecaad.core.mechanics.Mechanics damageMechanics) -
getKillMechanics
public me.deecaad.core.mechanics.Mechanics getKillMechanics() -
setKillMechanics
public void setKillMechanics(me.deecaad.core.mechanics.Mechanics killMechanics) -
getBackstabMechanics
public me.deecaad.core.mechanics.Mechanics getBackstabMechanics() -
setBackstabMechanics
public void setBackstabMechanics(me.deecaad.core.mechanics.Mechanics backstabMechanics) -
getCriticalHitMechanics
public me.deecaad.core.mechanics.Mechanics getCriticalHitMechanics() -
setCriticalHitMechanics
public void setCriticalHitMechanics(me.deecaad.core.mechanics.Mechanics criticalHitMechanics) -
getHeadMechanics
public me.deecaad.core.mechanics.Mechanics getHeadMechanics() -
setHeadMechanics
public void setHeadMechanics(me.deecaad.core.mechanics.Mechanics headMechanics) -
getBodyMechanics
public me.deecaad.core.mechanics.Mechanics getBodyMechanics() -
setBodyMechanics
public void setBodyMechanics(me.deecaad.core.mechanics.Mechanics bodyMechanics) -
getArmsMechanics
public me.deecaad.core.mechanics.Mechanics getArmsMechanics() -
setArmsMechanics
public void setArmsMechanics(me.deecaad.core.mechanics.Mechanics armsMechanics) -
getLegsMechanics
public me.deecaad.core.mechanics.Mechanics getLegsMechanics() -
setLegsMechanics
public void setLegsMechanics(me.deecaad.core.mechanics.Mechanics legsMechanics) -
getFeetMechanics
public me.deecaad.core.mechanics.Mechanics getFeetMechanics() -
setFeetMechanics
public void setFeetMechanics(me.deecaad.core.mechanics.Mechanics feetMechanics) -
isCancelled
public boolean isCancelled()- Specified by:
isCancelledin interfaceorg.bukkit.event.Cancellable
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setCancelled
public void setCancelled(boolean cancelled) - Specified by:
setCancelledin interfaceorg.bukkit.event.Cancellable
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getHandlers
@NotNull public @NotNull org.bukkit.event.HandlerList getHandlers()- Specified by:
getHandlersin classorg.bukkit.event.Event
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getHandlerList
public static org.bukkit.event.HandlerList getHandlerList()
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