@@ -78,7 +78,7 @@ public abstract class Event implements Serializable {
|
||||
Highest,
|
||||
/**
|
||||
* Event is listened to purely for monitoring the outcome of an event.
|
||||
*
|
||||
* <p />
|
||||
* No modifications to the event should be made under this priority
|
||||
*/
|
||||
Monitor
|
||||
@@ -333,7 +333,7 @@ public abstract class Event implements Serializable {
|
||||
/**
|
||||
* Called when a block is undergoing a universe physics
|
||||
* check on whether it can be built
|
||||
*
|
||||
* <p />
|
||||
* For example, cacti cannot be built on grass unless overridden here
|
||||
*
|
||||
* @see org.bukkit.event.block.BlockCanBuildEvent
|
||||
@@ -355,7 +355,7 @@ public abstract class Event implements Serializable {
|
||||
BLOCK_IGNITE(Category.BLOCK),
|
||||
/**
|
||||
* Called when a block undergoes a physics check
|
||||
*
|
||||
* <p />
|
||||
* A physics check is commonly called when an adjacent block changes
|
||||
* type
|
||||
*
|
||||
@@ -531,7 +531,7 @@ public abstract class Event implements Serializable {
|
||||
|
||||
/**
|
||||
* Called when a chunk is loaded
|
||||
*
|
||||
* <p />
|
||||
* If a new chunk is being generated for loading, it will call
|
||||
* Type.CHUNK_GENERATION and then Type.CHUNK_LOADED upon completion
|
||||
*
|
||||
@@ -546,7 +546,7 @@ public abstract class Event implements Serializable {
|
||||
CHUNK_UNLOAD(Category.WORLD),
|
||||
/**
|
||||
* Called when a newly created chunk has been populated.
|
||||
*
|
||||
* <p />
|
||||
* If your intent is to populate the chunk using this event, please see {@link org.bukkit.generator.BlockPopulator}
|
||||
*
|
||||
* @see org.bukkit.event.world.ChunkPopulateEvent
|
||||
@@ -605,7 +605,7 @@ public abstract class Event implements Serializable {
|
||||
*
|
||||
* @see org.bukkit.event.entity.ItemDespawnEvent
|
||||
*/
|
||||
ITEM_DESPAWN (Category.WORLD),
|
||||
ITEM_DESPAWN(Category.WORLD),
|
||||
|
||||
/**
|
||||
* ENTITY EVENTS
|
||||
@@ -667,10 +667,10 @@ public abstract class Event implements Serializable {
|
||||
ENTITY_EXPLODE(Category.LIVING_ENTITY),
|
||||
/**
|
||||
* Called when an entity has made a decision to explode.
|
||||
*
|
||||
* <p />
|
||||
* Provides an opportunity to act on the entity, change the explosion radius,
|
||||
* or to change the fire-spread flag.
|
||||
*
|
||||
* <p />
|
||||
* Canceling the event negates the entity's decision to explode.
|
||||
* For EntityCreeper, this resets the fuse but does not kill the Entity.
|
||||
* For EntityFireball and EntityTNTPrimed....?
|
||||
|
||||
Reference in New Issue
Block a user