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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. | + | # '''Global Loot Modifiers''' - Use these if you want to handle any drops from a dying entity. |
Revision as of 15:56, 11 April 2021
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, regardless of damage or whether it will be successful or not
- LivingHurtEvent - Use this if you want to handle an attack that is likely to hit, but before any potions, armour, or enchantments take effect
- 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.
- Global Loot Modifiers - Use these if you want to handle any drops from a dying entity.