Package-level declarations

Properties

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const val MOD_ID: String

The identifier of Staff Mod.

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The transform of an item in the default position of the staff.

Inherited properties

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Gets the approximate position of the item in the staff, when held my an entity.

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Gets the approximate position of the staff's tip, when held by an entity.

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Checks if the user has sufficient space in front to use the staff.

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Returns the handler of the given item stack, if available. This item stack is not the staff item stack, but the one can be inserted into the staff.

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Returns the handler of the given item stack, if available, a dummy one if not, and the empty staff handler if the item stack is null. This item stack is not the staff item stack, but the one can be inserted into the staff.

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@get:JvmName(name = "hasHandlerOfStaff")
val ItemStack.hasHandlerOfItem: Boolean

Returns if the given staff item stack has a registered handler. This item stack is not the staff item stack, but the one can be inserted into the staff.

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Checks if the player's attack is on cooldown.

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@get:JvmName(name = "isItemInStaff")
val ItemStack.isItemInStaff: Boolean

Checks if an item is added the given staff item stack.

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Gets or sets the item added to the given staff item stack.

Functions

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Creates an EntityAttributeModifier, which changes the attack damage to totalAttackDamage after subtracting the player's base attack damage.

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Creates an EntityAttributeModifier, which changes the attack speed to totalAttackSpeed after subtracting the player's base attack speed.

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Creates an EntityAttributeModifier, which changes the attack speed to the reciprocal of totalEquipTime after subtracting the player's base attack speed.

Inherited functions

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inline operator fun <L, R> Either<L, R>.component1(): Optional<L>
inline operator fun <F, S> Pair<F, S>.component1(): F
inline operator fun Vec3d.component1(): Double
inline operator fun Vector3f.component1(): Float
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inline operator fun <L, R> Either<L, R>.component2(): Optional<R>
inline operator fun <F, S> Pair<F, S>.component2(): S
inline operator fun Vec3d.component2(): Double
inline operator fun Vector3f.component2(): Float
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inline operator fun Vec3d.component3(): Double
inline operator fun Vector3f.component3(): Float
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fun ModelPart.getBakedQuads(sprite: Sprite, transformation: Transformation = Transformation.IDENTITY, luminance: Int = 0): MutableList<BakedQuad>
fun ModelPart.getBakedQuads(bakedQuadConsumer: Consumer<BakedQuad>, sprite: Sprite, transformation: Transformation = Transformation.IDENTITY, luminance: Int = 0)

Renders the model to BakedQuads.

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Checks if the given item is on cooldown and cannot be used.

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inline operator fun Vec3d.minus(other: Vec3d): Vec3d
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inline operator fun Vector3f.minusAssign(other: Vector3fc)
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inline operator fun Vec3d.plus(other: Vec3d): Vec3d
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inline operator fun Vector3f.plusAssign(other: Vector3fc)
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inline operator fun Vec3d.times(scalar: Double): Vec3d
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inline operator fun Vector3f.timesAssign(scalar: Float)
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fun BakedModel.transform(blockState: BlockState?, transformation: Transformation, textureGetter: Function<SpriteIdentifier, Sprite>): BakedModel

Creates a new transformed model.

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inline operator fun Vec3d.unaryMinus(): Vec3d