context.victim out of 3939 meta-documentation entries...| Name | crackshot landmine triggered |
| Event Lines | crackshot landmine triggered |
| Triggers | when a CrackShot landmine is triggered by an entity walking through it. |
| Generated Examples | after crackshot landmine triggered:
on crackshot landmine triggered: |
| Has Player | Always - this adds switches 'flagged:<flag name>' + 'permission:<node>', in addition to the '<player>' link. |
| Contexts | <context.weapon> returns the weapon name of the landmine.
<context.victim> returns the entity that triggered the landmine.
|
| Cancellable | True - This adds <context.cancelled> and determine 'cancelled' or 'cancelled:false' |
| Group | Depenizen |
| Requires | Depenizen, CrackShot |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/events/crackshot/CrackShotLandmineTriggerEvent.java#L15 |
| Name | crackshot weapon damages entity |
| Event Lines | crackshot weapon damages entity |
| Triggers | when an entity is damaged by a CrackShot weapon. |
| Generated Examples | after crackshot weapon damages entity: |
| Has Player | Always - this adds switches 'flagged:<flag name>' + 'permission:<node>', in addition to the '<player>' link. |
| Contexts | <context.damager> returns the entity that did the damage. This can be a projectile, or TNT.
<context.weapon> returns the name of the weapon that did the damage.
<context.victim> returns the entity that was damaged.
<context.damage> returns the amount of damage dealt.
<context.backstab> returns if the attack was a back-stab.
<context.critical> returns if the attack was a critical hit.
<context.headshot> returns if the attack was a head-shot.
|
| Determine | ElementTag(Decimal) to set damage dealt. |
| Cancellable | True - This adds <context.cancelled> and determine 'cancelled' or 'cancelled:false' |
| Group | Depenizen |
| Requires | Depenizen, CrackShot |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/events/crackshot/CrackShotWeaponDamageEntityEvent.java#L16 |
| Name | Enchantment Script Containers |
| Description | Enchantment script containers allow you to register custom item enchantments.
For the most part, they work similarly to vanilla enchantments, albeit with some limitations. These can be attached to enchanted books and used in anvils, and can be generated by the enchanting table (requires discoverable: true and treasure_only: false). In current implementation, custom enchantments do not appear in lore on their own, and will need fake lore added in their place. This might be fixed in the future. It may be beneficial in some cases to restart your server after making changes to enchantments, rather than just reloading scripts. Rarity, Category, and Slots do not apply changes to an already-loaded script until the next restart (except when the script is newly added). Using these may cause unpredictable compatibility issues with external plugins. Enchantment scripts can be automatically disabled by adding "enabled: false" as a root key (supports any load-time-parseable tags). |
| Group | Script Container System |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/containers/core/EnchantmentScriptContainer.java#L33 |