34 lines
No EOL
1.4 KiB
Markdown
34 lines
No EOL
1.4 KiB
Markdown
# Nodes
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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.
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```yaml
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nodes:
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- [HIT]:
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values:
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- 'GOLD_SWORD'
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- [USE_ENCHANTMENT]:
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values:
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- "UNBREAKING": "1"
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- [GLYDE]
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```
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## Available nodes
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### INTERACT
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Triggered on `InteractionEvent`, returns true when the provided `list` contains the material used to interact.
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### HIT
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Triggered on `EntityDamageByEntityEvent`, returns true when the provided `list` contains the material used to hit.
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### PLACE
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Triggered on `BlockPlaceEvent`, returns true when the provided `list` contains the material being placed.
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### BREAK
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Triggered on `BlockBreakEvent`, returns true when the provided `list` contains the material used to break.
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### EQUIP
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Triggered on `InventoryClickEvent` and `PlayerInteractEvent` (only if item is an armor), returns true when the provided `list` contains the material being equipped.
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### GLYDE
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Triggered on `PlayerMoveEvent`, returns true if player is gliding.
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### USE_ENCHANTMENT
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Triggered on `BlockBreakEvent` and `onEntityDamageByEntityEvent`, returns true the used item has an enchantment matching the provided mapping of enchantment-level. |