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

public class WeaponDamageEntityEvent extends WeaponEvent implements 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

    weaponTitle

    Fields inherited from class org.bukkit.event.entity.EntityEvent

    entity
  • Constructor Summary

    Constructors
    Constructor
    Description
    WeaponDamageEntityEvent(me.deecaad.weaponmechanics.weapon.damage.WeaponDamageSource source, org.bukkit.inventory.EquipmentSlot hand, org.bukkit.entity.LivingEntity victim, double baseDamage, double critChance, int armorDamage, int fireTicks, DamageModifier damageModifier, me.deecaad.core.mechanics.MechanicManager damageMechanics, me.deecaad.core.mechanics.MechanicManager killMechanics, me.deecaad.core.mechanics.MechanicManager backstabMechanics, me.deecaad.core.mechanics.MechanicManager criticalHitMechanics, me.deecaad.core.mechanics.MechanicManager headMechanics, me.deecaad.core.mechanics.MechanicManager bodyMechanics, me.deecaad.core.mechanics.MechanicManager armsMechanics, me.deecaad.core.mechanics.MechanicManager legsMechanics, me.deecaad.core.mechanics.MechanicManager feetMechanics)
     
  • Method Summary

    Modifier and Type
    Method
    Description
    void
     
    int
    Returns the amount of damage to armor.
    me.deecaad.core.mechanics.MechanicManager
     
    me.deecaad.core.mechanics.MechanicManager
     
    double
    The weapon's base damage amount (before calculations).
    me.deecaad.core.mechanics.MechanicManager
     
    double
    Returns the chance of a critical hit.
    double
    Returns the bonus damage from a critical hit.
    me.deecaad.core.mechanics.MechanicManager
     
    me.deecaad.core.mechanics.MechanicManager
     
     
     
    me.deecaad.core.mechanics.MechanicManager
     
    double
    Returns the damage AFTER all the calculations.
    int
    How many ticks should the victim be lit on fire for.
    static org.bukkit.event.HandlerList
     
    org.bukkit.event.HandlerList
     
    me.deecaad.core.mechanics.MechanicManager
     
    me.deecaad.core.mechanics.MechanicManager
     
    me.deecaad.core.mechanics.MechanicManager
     
    Gets the body part that was hit (head/arms/chest/etc).
    me.deecaad.weaponmechanics.weapon.damage.WeaponDamageSource
     
    org.bukkit.entity.LivingEntity
    Who is being damaged by the weapon.
    boolean
     
    void
    setArmorDamage(int armorDamage)
    Sets the amount of damage to armor.
    void
    setArmsMechanics(me.deecaad.core.mechanics.MechanicManager armsMechanics)
     
    void
    setBackstabMechanics(me.deecaad.core.mechanics.MechanicManager backstabMechanics)
     
    void
    setBaseDamage(double baseDamage)
    Sets the base damage amount (before calculations).
    void
    setBodyMechanics(me.deecaad.core.mechanics.MechanicManager bodyMechanics)
     
    void
    setCancelled(boolean cancelled)
     
    double
    setCritChance(double critChance)
    Sets the chance of a critical hit.
    void
    setCritDamage(double critDamage)
    Sets the bonus damage from a critical hit.
    void
    setCriticalHitMechanics(me.deecaad.core.mechanics.MechanicManager criticalHitMechanics)
     
    void
    setDamageMechanics(me.deecaad.core.mechanics.MechanicManager damageMechanics)
     
    void
     
    void
    setFeetMechanics(me.deecaad.core.mechanics.MechanicManager feetMechanics)
     
    void
    setFinalDamage(double finalDamage)
    Overrides the final damage and skips calculations.
    void
    setFireTicks(int fireTicks)
    Sets the number of ticks the victim should be lit on fire for.
    void
    setHeadMechanics(me.deecaad.core.mechanics.MechanicManager headMechanics)
     
    void
    setKillMechanics(me.deecaad.core.mechanics.MechanicManager killMechanics)
     
    void
    setLegsMechanics(me.deecaad.core.mechanics.MechanicManager legsMechanics)
     
    boolean
    Returns true if the damage from the last calculation was a critical hit.

    Methods inherited from class me.deecaad.weaponmechanics.weapon.weaponevents.WeaponEvent

    getHand, getHandData, getShooter, getShooterWrapper, getWeaponStack, getWeaponTitle, isMainHand, isOffHand

    Methods inherited from class org.bukkit.event.entity.EntityEvent

    getEntity, getEntityType

    Methods inherited from class org.bukkit.event.Event

    callEvent, getEventName, isAsynchronous

    Methods inherited from class java.lang.Object

    clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
  • Constructor Details

    • WeaponDamageEntityEvent

      public WeaponDamageEntityEvent(me.deecaad.weaponmechanics.weapon.damage.WeaponDamageSource source, org.bukkit.inventory.EquipmentSlot hand, org.bukkit.entity.LivingEntity victim, double baseDamage, double critChance, int armorDamage, int fireTicks, DamageModifier damageModifier, me.deecaad.core.mechanics.MechanicManager damageMechanics, me.deecaad.core.mechanics.MechanicManager killMechanics, me.deecaad.core.mechanics.MechanicManager backstabMechanics, me.deecaad.core.mechanics.MechanicManager criticalHitMechanics, me.deecaad.core.mechanics.MechanicManager headMechanics, me.deecaad.core.mechanics.MechanicManager bodyMechanics, me.deecaad.core.mechanics.MechanicManager armsMechanics, me.deecaad.core.mechanics.MechanicManager legsMechanics, me.deecaad.core.mechanics.MechanicManager feetMechanics)
  • Method Details

    • getSource

      @NotNull public me.deecaad.weaponmechanics.weapon.damage.WeaponDamageSource getSource()
    • getVictim

      @NotNull public org.bukkit.entity.LivingEntity getVictim()
      Who is being damaged by the weapon.
      Returns:
      The non-null entity being damaged.
    • getBaseDamage

      public double getBaseDamage()
      The weapon's base damage amount (before calculations).
      Returns:
      The base damage.
    • setBaseDamage

      public void setBaseDamage(double baseDamage)
      Sets the base damage amount (before calculations). Resets the result of getFinalDamage().
      Parameters:
      baseDamage - The base damage.
    • getFinalDamage

      public double getFinalDamage()
      Returns the damage AFTER all the calculations.
      Returns:
      The final damage.
    • 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.
    • getCritChance

      public double getCritChance()
      Returns the chance of a critical hit.
      Returns:
      The chance of a critical hit.
    • setCritChance

      public double setCritChance(double critChance)
      Sets the chance of a critical hit. Resets the result of getFinalDamage().
      Parameters:
      critChance - The chance of a critical hit.
    • wasCritical

      public boolean wasCritical()
      Returns true if the damage from the last calculation was a critical hit.
      Returns:
      true if this was a critical hit.
    • getCritDamage

      public double getCritDamage()
      Returns the bonus damage from a critical hit.
      Returns:
      The bonus damage from a critical hit.
    • setCritDamage

      public void setCritDamage(double critDamage)
      Sets the bonus damage from a critical hit. Resets the result of getFinalDamage().
      Parameters:
      critDamage - The bonus damage from a critical hit.
    • getPoint

      @Nullable public DamagePoint getPoint()
      Gets the body part that was hit (head/arms/chest/etc).
      Returns:
      The nullable damage point.
    • 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.
    • 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.
    • getFireTicks

      public int getFireTicks()
      How many ticks should the victim be lit on fire for.
      Returns:
      The fire ticks.
    • 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:
      • Entity.setFireTicks(int)
    • getDropoff

      @Nullable public DamageDropoff getDropoff()
    • setDropoff

      public void setDropoff(@Nullable DamageDropoff dropoff)
    • addDamageModifier

      public void addDamageModifier(@Nullable DamageModifier modifier)
    • getDamageModifiers

      @NotNull public List<DamageModifier> getDamageModifiers()
    • getDamageMechanics

      @Nullable public me.deecaad.core.mechanics.MechanicManager getDamageMechanics()
    • setDamageMechanics

      public void setDamageMechanics(@Nullable me.deecaad.core.mechanics.MechanicManager damageMechanics)
    • getKillMechanics

      public me.deecaad.core.mechanics.MechanicManager getKillMechanics()
    • setKillMechanics

      public void setKillMechanics(@Nullable me.deecaad.core.mechanics.MechanicManager killMechanics)
    • getBackstabMechanics

      @Nullable public me.deecaad.core.mechanics.MechanicManager getBackstabMechanics()
    • setBackstabMechanics

      public void setBackstabMechanics(@Nullable me.deecaad.core.mechanics.MechanicManager backstabMechanics)
    • getCriticalHitMechanics

      @Nullable public me.deecaad.core.mechanics.MechanicManager getCriticalHitMechanics()
    • setCriticalHitMechanics

      public void setCriticalHitMechanics(@Nullable me.deecaad.core.mechanics.MechanicManager criticalHitMechanics)
    • getHeadMechanics

      @Nullable public me.deecaad.core.mechanics.MechanicManager getHeadMechanics()
    • setHeadMechanics

      public void setHeadMechanics(@Nullable me.deecaad.core.mechanics.MechanicManager headMechanics)
    • getBodyMechanics

      @Nullable public me.deecaad.core.mechanics.MechanicManager getBodyMechanics()
    • setBodyMechanics

      public void setBodyMechanics(@Nullable me.deecaad.core.mechanics.MechanicManager bodyMechanics)
    • getArmsMechanics

      @Nullable public me.deecaad.core.mechanics.MechanicManager getArmsMechanics()
    • setArmsMechanics

      public void setArmsMechanics(@Nullable me.deecaad.core.mechanics.MechanicManager armsMechanics)
    • getLegsMechanics

      @Nullable public me.deecaad.core.mechanics.MechanicManager getLegsMechanics()
    • setLegsMechanics

      public void setLegsMechanics(@Nullable me.deecaad.core.mechanics.MechanicManager legsMechanics)
    • getFeetMechanics

      @Nullable public me.deecaad.core.mechanics.MechanicManager getFeetMechanics()
    • setFeetMechanics

      public void setFeetMechanics(@Nullable me.deecaad.core.mechanics.MechanicManager feetMechanics)
    • isCancelled

      public boolean isCancelled()
      Specified by:
      isCancelled in interface org.bukkit.event.Cancellable
    • setCancelled

      public void setCancelled(boolean cancelled)
      Specified by:
      setCancelled in interface org.bukkit.event.Cancellable
    • getHandlers

      @NotNull public org.bukkit.event.HandlerList getHandlers()
      Specified by:
      getHandlers in class org.bukkit.event.Event
    • getHandlerList

      @NotNull public static org.bukkit.event.HandlerList getHandlerList()