EnchantmentInputs

public final class EnchantmentInputs implements Listener

Accepted Bukkit inputs share one elected provider. Plugin-owned attacks supply their own captured source.

Properties

Link copied to clipboard
public final static ScriptHook ATTACK
Link copied to clipboard
public final static ScriptHook BREAK_BLOCK
Link copied to clipboard
public final static ScriptHook CHAT
Link copied to clipboard
public final static Set<ScriptHook> HOOKS
Link copied to clipboard
public final static ScriptHook LEFT_CLICK
Link copied to clipboard
public final static ScriptHook PROJECTILE_HIT
Link copied to clipboard
public final static ScriptHook PROJECTILE_LAUNCH
Link copied to clipboard
public final static ScriptHook RIGHT_CLICK
Link copied to clipboard
public final static ScriptHook SHIFT_LEFT_CLICK
Link copied to clipboard
public final static ScriptHook SHIFT_RIGHT_CLICK
Link copied to clipboard
public final static ScriptHook SNEAK
Link copied to clipboard
public final static ScriptHook TAKE_DAMAGE

Functions

Link copied to clipboard
public static boolean applyExplicitDamage(Plugin owner, Player actor, LivingEntity target, Runnable damage)
Uses the elected native input observer; a cancelled or absent hit is not an applied effect.
Link copied to clipboard
public void attack(EntityDamageByEntityEvent event)
Link copied to clipboard
public static Map<String, Object> capture(Player actor, ItemStack item, EnchantmentDefinition.Slot slot, int inventorySlot, ItemStack ammunition, String attackKind, UUID attackId)
The snapshot carries Bukkit/JDK values only, including pinned definition revisions and consumed ammunition.
Link copied to clipboard
public void chat(AsyncPlayerChatEvent event)
Link copied to clipboard
public static Map<String, Object> copySnapshot(Map<String, Object> snapshot)
Link copied to clipboard
public void damaged(EntityDamageEvent event)
Link copied to clipboard
public static boolean dispatch(Plugin owner, Map<String, Object> captured, ScriptHook hook, LivingEntity target, String stage)
Called after the base action succeeds.
Link copied to clipboard
public void interact(PlayerInteractEvent event)
Link copied to clipboard
public static void markExplicitDamage(Plugin owner, EntityDamageByEntityEvent event)
Marks only this programmatic event, including nested events, across shaded input owners.
Link copied to clipboard
public void mine(BlockBreakEvent event)
Link copied to clipboard
public void quit(PlayerQuitEvent event)
Link copied to clipboard
public static void runExplicitDamage(Plugin owner, Player actor, Runnable damage)
Suppresses automatic intake while the gameplay owner applies and explicitly attributes a hit.
Link copied to clipboard
public void shoot(EntityShootBowEvent event)
Link copied to clipboard
public void sneak(PlayerToggleSneakEvent event)
One activation per definition per physical input, with validated equipment contributions.