# Nodes Nodes narrow down even further if an action can be done or not. A node needs _properties_ to know what it should check against, for example, a HIT node needs a _list_ of blocks that it will check if the player is holding; while a USE_ENCHANTMENT node needs a mapping of enchantment to level. Some nodes like glyde don't need a value and will ignore if you provide one. ```yaml nodes: - [HIT]: values: - 'GOLD_SWORD' - [USE_ENCHANTMENT]: values: - "UNBREAKING": "1" - [GLYDE] ``` ## Available nodes ### INTERACT Triggered on `InteractionEvent`, returns true when the provided `list` contains the material used to interact. ### HIT Triggered on `EntityDamageByEntityEvent`, returns true when the provided `list` contains the material used to hit. ### PLACE Triggered on `BlockPlaceEvent`, returns true when the provided `list` contains the material being placed. ### BREAK Triggered on `BlockBreakEvent`, returns true when the provided `list` contains the material used to break. ### EQUIP Triggered on `InventoryClickEvent` and `PlayerInteractEvent` (only if item is an armor), returns true when the provided `list` contains the material being equipped. ### GLYDE Triggered on `PlayerMoveEvent`, returns true if player is gliding. ### USE_ENCHANTMENT Triggered on `BlockBreakEvent` and `onEntityDamageByEntityEvent`, returns true the used item has an enchantment matching the provided mapping of enchantment-level.