ClassPassiveRuntime

public final class ClassPassiveRuntime implements Listener

Applies the resolved passive branch without coupling catalog/progression state to Bukkit events.

Constructors

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public void ClassPassiveRuntime(Function<UUID, PassiveAggregate> passiveProvider, Predicate<Player> combatActive)

Functions

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public static void clearPersistedState(Player player)
Removes a modifier serialized before a graceful module shutdown could run.
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public void discard(Player player)
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public double healingDoneMultiplier(Player player)
Resolves grouped/solo healer clauses at cast time instead of using a stale base aggregate.
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public PassiveMechanics mechanics(Player player)
Ability-owned adapters consume only these typed mechanics, never passive display text.
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public void onEliteDeath(EliteMobDeathEvent event)
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public void onPlayerHeals(EntityRegainHealthEvent event)
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public void onPotionEffect(EntityPotionEffectEvent event)
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Evaluates owner passives for class-owned damage that does not originate from a player hit.
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public void reconcile(Player player, boolean mechanicsActive)
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public void registerKnockback(Plugin plugin)
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public void shutdown()
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public void signalWardBroken(Player player, int durationTicks)
Records the transient risk window opened when a class ward actually breaks.
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public void tickItemUse(Collection<? extends Player> players)
Checks active item use each tick; full passive evaluation runs only on a transition.