| Interface | Description |
|---|---|
| AffectItemStackEvent | |
| AffectSlotEvent | |
| ChangeInventoryEvent | |
| ChangeInventoryEvent.Equipment |
Fired when a
Living changes it's equipment. |
| ChangeInventoryEvent.Held | |
| ChangeInventoryEvent.Pickup |
Fires after an
Item has been picked up. |
| ChangeInventoryEvent.Pickup.Pre |
Fires before an
Item is picked up. |
| ChangeInventoryEvent.SwapHand |
Fired when a
Player swaps it's hands. |
| ChangeInventoryEvent.Transfer |
Fired when an
Inventory transfers items into another. |
| ChangeInventoryEvent.Transfer.Post |
Fires after an
Inventory transferred an item. |
| ChangeInventoryEvent.Transfer.Pre |
Fired before an
Inventory attempts to transfer items. |
| ClickInventoryEvent |
A click interaction in an open container.
|
| ClickInventoryEvent.Creative |
A click in a creative inventory.
|
| ClickInventoryEvent.Double |
A double-click with the primary mouse button collecting items onto the cursor.
|
| ClickInventoryEvent.Drag |
A completed drag Interaction.
|
| ClickInventoryEvent.Drag.Middle |
A completed drag Interaction cloning the cursor stack on each slot.
|
| ClickInventoryEvent.Drag.Primary |
A completed drag Interaction distributing the cursor stack evenly among the slots.
|
| ClickInventoryEvent.Drag.Secondary |
A completed drag Interaction distributing a single item from the cursor stack on each slot.
|
| ClickInventoryEvent.Drop |
An interaction resulting in dropping an item.
|
| ClickInventoryEvent.Drop.Full |
An interaction dropping an entire stack.
|
| ClickInventoryEvent.Drop.Outside |
A click outside of the inventory resulting in dropping the item on cursor.
|
| ClickInventoryEvent.Drop.Outside.Creative |
A click outside of the creative inventory.
|
| ClickInventoryEvent.Drop.Outside.Primary |
A click with the primary mouse button dropping the entire stack on the cursor.
|
| ClickInventoryEvent.Drop.Outside.Secondary |
A click with the secondary mouse button dropping a single item from the cursor.
|
| ClickInventoryEvent.Drop.Single |
An interaction dropping a single item.
|
| ClickInventoryEvent.Middle |
A click with the middle mouse button.
|
| ClickInventoryEvent.NumberPress |
A number press swapping the
Hotbar slot with the slot the mouse hovers over. |
| ClickInventoryEvent.Primary |
A click with the primary mouse button.
|
| ClickInventoryEvent.Recipe |
Fires when the client requests a recipe to be crafted.
|
| ClickInventoryEvent.Recipe.All |
Fires when the client requests a recipe to be crafted as much as possible.
|
| ClickInventoryEvent.Recipe.Single |
Fires when the Client requests a recipe to be crafted once.
|
| ClickInventoryEvent.Secondary |
A click with the secondary mouse button.
|
| ClickInventoryEvent.Shift |
A click with the
shift modifier active. |
| ClickInventoryEvent.Shift.Primary |
A click with the primary mouse button and the
shift modifier active |
| ClickInventoryEvent.Shift.Secondary |
A click with the secondary mouse button and the
shift modifier active |
| CraftItemEvent | |
| CraftItemEvent.Craft |
This event is fired after the item is taken out of the output slot.
|
| CraftItemEvent.Preview |
This event is fired before the item is taken out of the
output slot but after completing the recipe in the grid.
|
| DropItemEvent | |
| DropItemEvent.Close | |
| DropItemEvent.Custom |
Called whenever an
Item is dropped from another source. |
| DropItemEvent.Destruct | |
| DropItemEvent.Dispense | |
| DropItemEvent.Pre | |
| EnchantItemEvent | |
| EnchantItemEvent.CalculateEnchantment |
Triggers when the enchantments for an item are calculated.
|
| EnchantItemEvent.CalculateLevelRequirement |
Triggers when the enchantment costs for an item are calculated.
|
| EnchantItemEvent.Post |
This event is triggered when an item is enchanted at an enchanting table.
|
| InteractInventoryEvent | |
| InteractInventoryEvent.Close | |
| InteractInventoryEvent.Open | |
| InteractItemEvent |
Base event for all interactions with an
ItemStack in hand. |
| InteractItemEvent.Primary | |
| InteractItemEvent.Primary.MainHand |
A
InteractItemEvent.Primary event where the interaction is from the client's main hand. |
| InteractItemEvent.Primary.OffHand |
A
InteractItemEvent.Primary event where the interaction is from the client's off hand. |
| InteractItemEvent.Secondary | |
| InteractItemEvent.Secondary.MainHand |
A
InteractItemEvent.Secondary event where the interaction is from the client's main hand. |
| InteractItemEvent.Secondary.OffHand |
A
InteractItemEvent.Secondary event where the interaction is from the client's off hand. |
| TargetContainerEvent |
Base event for all events with an
Container as the target. |
| TargetInventoryEvent |
Base event for all events with an
Inventory as the target. |
| UpdateAnvilEvent |
Fires whenever the left and right slots of an anvil are filled and a new result is computed.
|
| UseItemStackEvent |
Fired when an
ItemStack is used. |
| UseItemStackEvent.Finish |
Fired when an item is finished 'normally', e.g.
|
| UseItemStackEvent.Replace |
Called after
UseItemStackEvent.Finish, when the item in the entity's
hand is replaced. |
| UseItemStackEvent.Reset |
Called before an entity's used item state is reset.
|
| UseItemStackEvent.Start |
Called before
UseItemStackEvent.Tick when a player starts using an
ItemType, typically when they hold right mouse. |
| UseItemStackEvent.Stop |
Called after
UseItemStackEvent.Tick when an ItemType has finished being
used. |
| UseItemStackEvent.Tick |
Called after
UseItemStackEvent.Start during each tick as an
ItemType is being used. |