Difference between revisions of "Entity Events"

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(Created page with "== Damage Events == The series of events for an attack goes in this order: # '''LivingAttackEvent''' - Use this if you want to catch any time an entity hits another, regardle...")
 
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# '''LivingDamageEvent''' - Use this if you want to take action as an entity is definitely being damaged, with the final damage amount being available.
 
# '''LivingDamageEvent''' - Use this if you want to take action as an entity is definitely being damaged, with the final damage amount being available.
 
# '''LivingDeathEvent''' - Use this event if you want to handle an entity's death for any reason, with the exception of drops.
 
# '''LivingDeathEvent''' - Use this event if you want to handle an entity's death for any reason, with the exception of drops.
# '''Global Loot Modifiers''' - Use these if you want to handle any drops from a dying entity.")
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# '''Global Loot Modifiers''' - Use these if you want to handle any drops from a dying entity.
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[[Category:Events]]

Latest revision as of 23:11, 18 May 2021

Damage Events

The series of events for an attack goes in this order:

  1. LivingAttackEvent - Use this if you want to catch any time an entity hits another, regardless of damage or whether it will be successful or not
  2. LivingHurtEvent - Use this if you want to handle an attack that is likely to hit, but before any potions, armour, or enchantments take effect
  3. LivingDamageEvent - Use this if you want to take action as an entity is definitely being damaged, with the final damage amount being available.
  4. LivingDeathEvent - Use this event if you want to handle an entity's death for any reason, with the exception of drops.
  5. Global Loot Modifiers - Use these if you want to handle any drops from a dying entity.