| IAbilityEvent |
Events related to NPC ability execution.
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| IAbilityEvent.CompleteEvent |
Fired when an ability completes its full execution cycle.
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| IAbilityEvent.ExecuteEvent |
Fired when an ability enters the ACTIVE phase and performs its effect.
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| IAbilityEvent.HitEvent |
Fired when an ability hits an entity with damage.
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| IAbilityEvent.InterruptEvent |
Fired when an ability is interrupted by damage.
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| IAbilityEvent.StartEvent |
Fired when an ability starts executing (enters WINDUP phase).
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| IAbilityEvent.TickEvent |
Fired every tick while an ability is executing.
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| IAbilityEvent.ToggleEvent |
Fired when a toggle ability is switched ON or OFF.
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| IAbilityEvent.ToggleUpdateEvent |
Fired every 10 ticks for each active toggle ability.
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| IAnimationEvent |
Events fired during entity animation playback.
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| IAnimationEvent.Ended |
Fired when an animation finishes playing.
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| IAnimationEvent.IFrameEvent |
Events fired when animation frames are entered or exited.
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| IAnimationEvent.IFrameEvent.Entered |
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| IAnimationEvent.IFrameEvent.Exited |
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| IAnimationEvent.Started |
Fired when an animation starts playing.
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| IAuctionEvent |
Events related to auction actions.
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| IAuctionEvent.BidEvent |
Fired before a player places a bid on an auction.
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| IAuctionEvent.BuyoutEvent |
Fired before a player buys out an auction.
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| IAuctionEvent.CancelEvent |
Fired before a player cancels an auction listing.
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| IAuctionEvent.ClaimEvent |
Fired before a player claims an item or currency from an auction.
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| IAuctionEvent.CreateEvent |
Fired before a player creates a new auction listing.
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| IBlockEvent |
Events fired for scripted blocks, including interactions, redstone, and entity collisions.
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| IBlockEvent.BreakEvent |
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| IBlockEvent.ClickedEvent |
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| IBlockEvent.CollidedEvent |
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| IBlockEvent.EntityFallenUponEvent |
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| IBlockEvent.ExplodedEvent |
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| IBlockEvent.HarvestedEvent |
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| IBlockEvent.InitEvent |
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| IBlockEvent.InteractEvent |
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| IBlockEvent.NeighborChangedEvent |
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| IBlockEvent.RainFillEvent |
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| IBlockEvent.RedstoneEvent |
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| IBlockEvent.TimerEvent |
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| IBlockEvent.UpdateEvent |
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| IChainEvent |
Events related to chained ability execution lifecycle.
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| IChainEvent.CompleteEvent |
Fired when a chained ability sequence completes all entries.
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| IChainEvent.InterruptEvent |
Fired when a chained ability is interrupted by damage.
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| IChainEvent.NextEvent |
Fired when the chain advances to the next entry in the sequence.
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| IChainEvent.StartEvent |
Fired when a chained ability sequence starts executing.
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| ICustomGuiEvent |
Events fired when a player interacts with a custom GUI.
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| ICustomGuiEvent.ButtonEvent |
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| ICustomGuiEvent.CloseEvent |
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| ICustomGuiEvent.ScrollEvent |
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| ICustomGuiEvent.SlotClickEvent |
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| ICustomGuiEvent.SlotEvent |
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| ICustomGuiEvent.UnfocusedEvent |
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| ICustomNPCsEvent |
Base interface for all CustomNPC+ script events.
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| ICustomNPCsEvent.CNPCNaturalSpawnEvent |
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| ICustomNPCsEvent.ScriptedCommandEvent |
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| IDialogEvent |
Events fired during dialog interactions between a player and an NPC.
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| IDialogEvent.DialogClosed |
Fired when a dialog is closed.
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| IDialogEvent.DialogOpen |
Fired when a dialog is opened.
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| IDialogEvent.DialogOption |
Fired when a dialog option is selected.
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| IEnergyBarrierEvent |
Events fired during energy barrier lifecycle and interactions.
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| IEnergyBarrierEvent.DestroyedEvent |
Fired when the barrier is destroyed.
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| IEnergyBarrierEvent.HitEvent |
Fired when the barrier is hit by an energy projectile.
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| IEnergyBarrierEvent.SpawnedEvent |
Fired when an energy barrier is spawned.
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| IEnergyBarrierEvent.UpdateEvent |
Fired each tick while the barrier exists.
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| IEnergyProjectileEvent |
Events fired during energy projectile lifecycle and impacts.
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| IEnergyProjectileEvent.BlockImpactEvent |
Fired when the projectile hits a block.
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| IEnergyProjectileEvent.EntityImpactEvent |
Fired when the projectile hits an entity.
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| IEnergyProjectileEvent.ExpiredEvent |
Fired when the projectile expires without hitting anything.
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| IEnergyProjectileEvent.FiredEvent |
Fired when an energy projectile is launched.
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| IEnergyProjectileEvent.UpdateEvent |
Fired each tick while the projectile exists.
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| IFactionEvent |
Events fired when a player's faction standing changes.
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| IFactionEvent.FactionPoints |
Fired when a player's faction points change.
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| IForgeEvent |
Wrapper events for Forge events, allowing scripts to listen for native Forge events.
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| IForgeEvent.EntityEvent |
Fired for Forge entity events.
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| IForgeEvent.InitEvent |
Fired during Forge initialization.
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| IForgeEvent.WorldEvent |
Fired for Forge world events.
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| IItemEvent |
Events fired for scripted/customizable items during their lifecycle and interactions.
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| IItemEvent.AttackEvent |
Fired when the item is used to attack an entity.
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| IItemEvent.BreakItem |
Fired when the item breaks due to durability loss or consumption.
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| IItemEvent.FinishUsingItem |
Fired when the player finishes using the item (full duration).
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| IItemEvent.InitEvent |
Fired when the item is initialized.
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| IItemEvent.InteractEvent |
Fired when the item is used to interact with an entity.
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| IItemEvent.PickedUpEvent |
Fired when the item is picked up.
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| IItemEvent.RepairItem |
Fired when the item is repaired on an anvil.
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| IItemEvent.RightClickEvent |
Fired when the item is right-clicked.
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| IItemEvent.SpawnEvent |
Fired when the item entity spawns in the world.
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| IItemEvent.StartUsingItem |
Fired when the player starts using the item (e.g., drawing a bow).
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| IItemEvent.StopUsingItem |
Fired when the player stops using the item before completion.
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| IItemEvent.TossedEvent |
Fired when the item is tossed/dropped.
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| IItemEvent.UpdateEvent |
Fired each tick while the item exists in an entity's inventory.
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| IItemEvent.UsingItem |
Fired each tick while the player is using the item.
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| ILinkedItemEvent |
Events fired for linked items when their version changes or when they are being built.
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| ILinkedItemEvent.BuildEvent |
Fired when the linked item is being built/constructed.
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| ILinkedItemEvent.VersionChangeEvent |
Fired when the linked item's version changes.
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| INpcEvent |
Events fired for CustomNPC entities during their lifecycle and interactions.
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| INpcEvent.CollideEvent |
Fired when an entity collides with the NPC.
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| INpcEvent.DamagedEvent |
Fired when the NPC takes damage.
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| INpcEvent.DialogClosedEvent |
Fired when a dialog with the NPC is closed.
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| INpcEvent.DialogEvent |
Fired when a dialog opens with the NPC.
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| INpcEvent.DiedEvent |
Fired when the NPC dies.
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| INpcEvent.InitEvent |
Fired when the NPC is initialized.
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| INpcEvent.InteractEvent |
Fired when a player interacts with the NPC.
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| INpcEvent.KilledEntityEvent |
Fired when the NPC kills an entity.
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| INpcEvent.MeleeAttackEvent |
Fired when the NPC performs a melee attack.
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| INpcEvent.RangedLaunchedEvent |
Fired when the NPC launches a ranged attack.
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| INpcEvent.SwingEvent |
Fired when the NPC swings its weapon.
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| INpcEvent.TargetEvent |
Fired when the NPC acquires a new target.
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| INpcEvent.TargetLostEvent |
Fired when the NPC loses its current target.
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| INpcEvent.TimerEvent |
Fired when an NPC timer triggers.
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| INpcEvent.UpdateEvent |
Fired each tick for the NPC.
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| IPartyEvent |
Events fired during party operations such as quest progress, invitations, kicks, and disbanding.
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| IPartyEvent.PartyDisbandEvent |
Fired when the party is disbanded.
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| IPartyEvent.PartyInviteEvent |
Fired when a player is invited to the party.
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| IPartyEvent.PartyKickEvent |
Fired when a player is kicked from the party.
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| IPartyEvent.PartyLeaveEvent |
Fired when a player voluntarily leaves the party.
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| IPartyEvent.PartyQuestCompletedEvent |
Fired when a party quest is completed.
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| IPartyEvent.PartyQuestSetEvent |
Fired when a quest is assigned to the party.
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| IPartyEvent.PartyQuestTurnedInEvent |
Fired when a party quest is turned in.
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| IPlayerEvent |
Events fired for player actions including combat, items, movement, and interactions.
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| IPlayerEvent.AchievementEvent |
Fired when the player earns an achievement.
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| IPlayerEvent.AttackedEvent |
Fired when the player is attacked (before armor reduction).
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| IPlayerEvent.AttackEvent |
Fired when the player attacks an entity.
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| IPlayerEvent.BonemealEvent |
Fired when the player uses bonemeal on a block.
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| IPlayerEvent.BreakEvent |
Fired when the player breaks a block.
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| IPlayerEvent.ChangedDimension |
Fired when the player changes dimensions.
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| IPlayerEvent.ChatEvent |
Fired when the player sends a chat message.
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| IPlayerEvent.ContainerClosed |
Fired when the player closes a container.
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| IPlayerEvent.ContainerOpen |
Fired when the player opens a container.
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| IPlayerEvent.DamagedEntityEvent |
Fired when the player deals damage to an entity (after hit).
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| IPlayerEvent.DamagedEvent |
Fired when the player takes damage (after armor reduction).
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| IPlayerEvent.DiedEvent |
Fired when the player dies.
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| IPlayerEvent.DropEvent |
Fired when items are dropped from the player's inventory (e.g., on death).
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| IPlayerEvent.EffectEvent |
Events fired for player custom effects (add, tick, remove).
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| IPlayerEvent.EffectEvent.Added |
Fired when an effect is added to the player.
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| IPlayerEvent.EffectEvent.Removed |
Fired when an effect is removed from the player.
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| IPlayerEvent.EffectEvent.Ticked |
Fired each tick while the effect is active.
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| IPlayerEvent.FallEvent |
Fired when the player falls.
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| IPlayerEvent.FillBucketEvent |
Fired when the player fills a bucket.
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| IPlayerEvent.FinishUsingItem |
Fired when the player finishes using an item (full duration).
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| IPlayerEvent.InitEvent |
Fired when the player script is initialized.
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| IPlayerEvent.InteractEvent |
Fired when the player interacts with an entity.
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| IPlayerEvent.JumpEvent |
Fired when the player jumps.
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| IPlayerEvent.KeyPressedEvent |
Fired when the player presses or releases a key.
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| IPlayerEvent.KilledEntityEvent |
Fired when the player kills an entity.
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| IPlayerEvent.LevelUpEvent |
Fired when the player levels up.
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| IPlayerEvent.LightningEvent |
Fired when the player is about to be struck by lightning.
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| IPlayerEvent.LoginEvent |
Fired when the player logs in.
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| IPlayerEvent.LogoutEvent |
Fired when the player logs out.
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| IPlayerEvent.MouseClickedEvent |
Fired when the player clicks a mouse button.
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| IPlayerEvent.PickUpEvent |
Fired when the player picks up an item.
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| IPlayerEvent.PickupXPEvent |
Fired when the player picks up experience orbs.
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| IPlayerEvent.ProfileEvent |
Events fired for profile operations (create, change, remove).
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| IPlayerEvent.ProfileEvent.Changed |
Fired when the player switches profile slots.
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| IPlayerEvent.ProfileEvent.Create |
Fired when a new profile is created.
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| IPlayerEvent.ProfileEvent.Removed |
Fired when a profile is removed.
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| IPlayerEvent.RangedChargeEvent |
Fired when the player begins charging a ranged weapon.
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| IPlayerEvent.RangedLaunchedEvent |
Fired when the player launches a ranged weapon (e.g., bow).
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| IPlayerEvent.RespawnEvent |
Fired when the player respawns after death.
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| IPlayerEvent.RightClickEvent |
Fired when the player right-clicks.
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| IPlayerEvent.SleepEvent |
Fired when the player sleeps in a bed.
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| IPlayerEvent.SoundEvent |
Fired when a sound is played for the player.
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| IPlayerEvent.StartUsingItem |
Fired when the player starts using an item (e.g., drawing a bow).
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| IPlayerEvent.StopUsingItem |
Fired when the player stops using an item before completion.
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| IPlayerEvent.TimerEvent |
Fired when a player timer triggers.
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| IPlayerEvent.TossEvent |
Fired when the player tosses a single item.
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| IPlayerEvent.UpdateEvent |
Fired each tick for the player.
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| IPlayerEvent.UseHoeEvent |
Fired when the player uses a hoe on a block.
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| IPlayerEvent.UsingItem |
Fired each tick while the player is using an item.
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| IPlayerEvent.WakeUpEvent |
Fired when the player wakes up from a bed.
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| IProjectileEvent |
Events fired during NPC projectile lifecycle and impacts.
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| IProjectileEvent.ImpactEvent |
Fired when the projectile hits something.
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| IProjectileEvent.UpdateEvent |
Fired each tick while the projectile exists.
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| IQuestEvent |
Events fired during quest lifecycle: starting, completing, and turning in.
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| IQuestEvent.QuestCompletedEvent |
Fired when a quest's objectives are all completed.
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| IQuestEvent.QuestStartEvent |
Fired when a quest is started/accepted.
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| IQuestEvent.QuestTurnedInEvent |
Fired when a completed quest is turned in.
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| IRecipeEvent |
Events fired before and after recipe crafting, for both crafting table and anvil recipes.
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| IRecipeEvent.Post |
Fired after a recipe is crafted.
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| IRecipeEvent.Pre |
Fired before a recipe is crafted.
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