Uses of Class
net.minecraftforge.event.entity.living.LivingEvent
Packages that use LivingEvent
Package
Description
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Uses of LivingEvent in net.minecraftforge.client.event
Subclasses of LivingEvent in net.minecraftforge.client.eventModifier and TypeClassDescriptionclassThis event is fired after player movement inputs are updated.
Handlers can freely manipulateInputto cancel movement.classstatic classstatic class -
Uses of LivingEvent in net.minecraftforge.event.brewing
Subclasses of LivingEvent in net.minecraftforge.event.brewingModifier and TypeClassDescriptionclassThis event is called when a player picks up a potion from a brewing stand. -
Uses of LivingEvent in net.minecraftforge.event.entity.living
Subclasses of LivingEvent in net.minecraftforge.event.entity.livingModifier and TypeClassDescriptionclassThis event is fired when anAnimalis tamed.classThis event is fired on the forge bus before an Enderman detects that a player is looking at them.classLivingAttackEvent is fired when a living Entity is attacked.classThis event allows you to change the target an entity has.classstatic classLivingConversionEvent.Post is triggered when an entity is replacing itself with another entity.static classLivingConversionEvent.Pre is triggered when an entity is trying to replace itself with another entity This event may trigger every tick even if it was cancelled last tick for entities like Zombies and Hoglins.classLivingDamageEvent is fired just before damage is applied to entity.
At this point armor, potion and absorption modifiers have already been applied to damage - this is FINAL value.
Also note that appropriate resources (like armor durability and absorption extra hearths) have already been consumed.
This event is fired whenever an Entity is damaged inLivingEntity#actuallyHurt(DamageSource, float)andPlayer#actuallyHurt(DamageSource, float).
This event is fired via theForgeHooks.onLivingDamage(LivingEntity, DamageSource, float).
LivingDamageEvent.sourcecontains the DamageSource that caused this Entity to be hurt.classLivingDeathEvent is fired when an Entity dies.classFired when the ender dragon or wither attempts to destroy a block and when ever a zombie attempts to break a door.classLivingDropsEvent is fired when an Entity's death causes dropped items to appear.
This event is fired whenever an Entity dies and drops items inLivingEntity.die(DamageSource).
This event is fired via theForgeHooks.onLivingDrops(LivingEntity, DamageSource, Collection, int, boolean).
LivingDropsEvent.sourcecontains the DamageSource that caused the drop to occur.
LivingDropsEvent.dropscontains the ArrayList of EntityItems that will be dropped.
LivingDropsEvent.lootingLevelcontains the amount of loot that will be dropped.
LivingDropsEvent.recentlyHitdetermines whether the Entity doing the drop has recently been damaged.
This event isCancelable.
If this event is canceled, the Entity does not drop anything.
This event does not have a result.classstatic classFired after an item has fully finished being used.static classFired when a player starts 'using' an item, typically when they hold right mouse.static classFired when a player stops using an item without the use duration timing out.static classFired every tick that a player is 'using' an item, seeLivingEntityUseItemEvent.Startfor info.classLivingEquipmentChangeEventis fired when the Equipment of a Entity changes.static classLivingJumpEvent is fired when an Entity jumps.
This event is fired whenever an Entity jumps inLivingEntity#jumpFromGround(),MagmaCube#jumpFromGround(), andHorse#jumpFromGround().
This event is fired via theForgeHooks.onLivingJump(LivingEntity).
This event is notCancelable.
This event does not have a result.static classLivingUpdateEvent is fired when an Entity is updated.static classclassEvent for when an entity drops experience on its death, can be used to change the amount of experience points dropped or completely prevent dropping of experience by canceling the event.classLivingFallEvent is fired when an Entity is set to be falling.
This event is fired whenever an Entity is set to fall inLivingEntity.causeFallDamage(float, float, DamageSource).
This event is fired via theForgeHooks.onLivingFall(LivingEntity, float, float).
LivingFallEvent.distancecontains the distance the Entity is to fall.classThis event is fired when a living entity attempts to get a projectile with theLivingEntity.getProjectile(ItemStack)method.classLivingHealEvent is fired when an Entity is set to be healed.classLivingHurtEvent is fired when an Entity is set to be hurt.classLivingKnockBackEvent is fired when a living entity is about to be knocked back.classclassDeprecated, for removal: This API element is subject to removal in a future version.classLivingSpawnEvent is fired for any events associated with Living Entities spawn status.static classFired each tick for despawnable mobs to allow control over despawning.static classFires before mob spawn events.static classSpecialSpawn is fired when an Entity is to be spawned.
This allows you to do special inializers in the new entity.
This event is fired via theForgeEventFactory.doSpecialSpawn(Mob, LevelAccessor, float, float, float, BaseSpawner, MobSpawnType).
This event isCancelable.
If this event is canceled, the Entity is not spawned.
This event does not have a result.classclassFires after Potion Color Calculation.classstatic classThis Event is fired when a new Potion is added to the Entity.static classThis Event is fired to check if a Potion can get applied to an Entity.static classThis Event is fired when a Potion effect expires on an Entity.static classThis Event is fired when a Potion is about to get removed from an Entity.classThe ShieldBlockEvent is fired when an entity successfully blocks with a shield.
Cancelling this event will have the same impact as if the shield was not eligible to block.
The damage blocked cannot be set lower than zero or greater than the original value.
Note: The shield item stack "should" be available fromLivingEntity.getUseItem()at least for players. -
Uses of LivingEvent in net.minecraftforge.event.entity.player
Subclasses of LivingEvent in net.minecraftforge.event.entity.playerModifier and TypeClassDescriptionclassThis event is fired when a player gets an advancement.classFired when the player removes a "repaired" item from the Anvil's Output slot.classArrowLooseEvent is fired when a player stops using a bow.
This event is fired whenever a player stops using a bow inBowItem.releaseUsing(ItemStack, Level, LivingEntity, int).
ArrowLooseEvent.bowcontains the ItemBow ItemStack that was used in this event.
ArrowLooseEvent.chargecontains the value for how much the player had charged before stopping the shot.
This event isCancelable.
If this event is canceled, the player does not stop using the bow.
For crossbows, the charge will always be 1; Set it to -1 in order to prevent firing the arrow.classArrowNockEvent is fired when a player begins using a bow.
This event is fired whenever a player begins using a bow inBowItem.use(Level, Player, InteractionHand).
This event is fired on theMinecraftForge.EVENT_BUS.classAttackEntityEvent is fired when a player attacks an Entity.
This event is fired whenever a player attacks an Entity inPlayer.attack(Entity).
AttackEntityEvent.targetcontains the Entity that was damaged by the player.classThis event is called when a player attempts to use Bonemeal on a block.classThis event is fired whenever a player attacks an Entity in EntityPlayer#attackTargetEntityWithCurrentItem(Entity).
This event is notCancelable.
This event has a result.classThis event is called when a player collides with a EntityItem on the ground.classThis event is fired when a player attempts to use a Empty bucket, it can be canceled to completely prevent any further processing.classThis event is called when a player fishes an item.classclassThis event will fire when the player is opped or deopped.classstatic classstatic classclassPlayerDestroyItemEvent is fired when a player destroys an item.
This event is fired whenever a player destroys an item inMultiPlayerGameMode.destroyBlock(BlockPos),MultiPlayerGameMode.useItem(Player, Level, InteractionHand),MultiPlayerGameMode.useItemOn(LocalPlayer, ClientLevel, InteractionHand, BlockHitResult),Player.attack(Entity),Player#hurtCurrentlyUsedShield(float),Player.interactOn(Entity, InteractionHand),ForgeHooks.getContainerItem(ItemStack),ServerPlayerGameMode.useItem(ServerPlayer, Level, ItemStack, InteractionHand),ServerPlayerGameMode.useItemOn(ServerPlayer, Level, ItemStack, InteractionHand, BlockHitResult)andServerPlayerGameMode.destroyBlock(BlockPos).
PlayerDestroyItemEvent.originalcontains the original ItemStack before the item was destroyed.classPlayerEvent is fired whenever an event involving Living entities occurs.static classBreakSpeed is fired when a player attempts to harvest a block.
This event is fired whenever a player attempts to harvest a block inPlayer.getDigSpeed(BlockState, BlockPos).
This event is fired via theForgeEventFactory.getBreakSpeed(Player, BlockState, float, BlockPos).
PlayerEvent.BreakSpeed.statecontains the block being broken.static classFired when the EntityPlayer is cloned, typically caused by the impl sending a RESPAWN_PLAYER event.static classHarvestCheck is fired when a player attempts to harvest a block.
This event is fired whenever a player attempts to harvest a block inPlayer.hasCorrectToolForDrops(BlockState).
This event is fired via theForgeEventFactory.doPlayerHarvestCheck(Player, BlockState, boolean).
PlayerEvent.HarvestCheck.statecontains theBlockStatethat is being checked for harvesting.static classstatic classstatic classstatic classThe player is being loaded from the world save.static classNameFormat is fired when a player's display name is retrieved.
This event is fired whenever a player's name is retrieved inPlayer.getDisplayName()orPlayer.refreshDisplayName().
This event is fired via theForgeEventFactory.getPlayerDisplayName(Player, Component).
PlayerEvent.NameFormat.usernamecontains the username of the player.static classstatic classFired when the game type of a server player is changed to a different value than what it was previously.static classstatic classstatic classstatic classThe player is being saved to the world store.static classFired when an Entity is started to be "tracked" by this player (the player receives updates about this entity, e.g.static classFired when an Entity is stopped to be "tracked" by this player (the player no longer receives updates about this entity, e.g.static classTabListNameFormat is fired when a player's display name for the tablist is retrieved.
This event is fired whenever a player's display name for the tablist is retrieved inServerPlayer.getTabListDisplayName()orServerPlayer.refreshTabListName().
This event is fired via theForgeEventFactory.getPlayerTabListDisplayName(Player).
PlayerEvent.TabListNameFormat.getDisplayName()contains the display name of the player or null if the client should determine the display name itself.classOccurs when a player falls, but is able to fly.classPlayerInteractEvent is fired when a player interacts in some way.static classThis event is fired on both sides when the player right clicks an entity.static classThis event is fired on both sides whenever a player right clicks an entity.static classThis event is fired when a player left clicks while targeting a block.static classThis event is fired on the client side when the player left clicks empty space with any ItemStack.static classThis event is fired on both sides whenever the player right clicks while targeting a block.static classThis event is fired on the client side when the player right clicks empty space with an empty hand.static classThis event is fired on both sides before the player triggersItem.use(Level, Player, InteractionHand).classThis event is fired when a player's spawn point is set or reset.
The event can be canceled, which will prevent the spawn point from being changed.classPlayerSleepInBedEvent is fired when a player sleeps in a bed.classThis event is fired when the player is waking up.
This is merely for purposes of listening for this to happen.
There is nothing that can be manipulated with this event.classPlayerXpEvent is fired whenever an event involving player experience occurs.static classThis event is fired when the player's experience level changes through thePlayer.giveExperienceLevels(int)method.static classThis event is fired after the player collides with an experience orb, but before the player has been given the experience.static classThis event is fired when the player's experience changes through thePlayer.giveExperiencePoints(int)method.classThis event is fired when game checks, if sleeping player should be still considered "in bed".
Failing this check will cause player to wake up.
This event has a result.classThis event is fired when the game checks if players can sleep at this time.
Failing this check will cause sleeping players to wake up and prevent awake players from sleeping.
This event has a result.classDeprecated, for removal: This API element is subject to removal in a future version.