1.4 KiB
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.
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.