Staff Item
abstract class StaffItem(settings: Item.Settings, repairIngredientSupplier: RegistryObject<Item>?) : Item(source)
Staff item dispatching functionality to StaffHandler without loader specific functionality. Implementing loader-specific interfaces is highly recommended when extending the class to pass loader-specific functionality to StaffHandler.
Inherited properties
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Returns if the given item has a registered handler when inserted into a staff.
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Returns the registered staff handler of the given item if available.
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Returns the registered staff handler of the given item if available, StaffHandler.Fallback otherwise.
Functions
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open fun attackBlock(staffStack: ItemStack, world: World, attacker: LivingEntity, target: BlockPos, side: Direction, hand: Hand): ActionResult
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open fun attackEntity(staffStack: ItemStack, world: World, attacker: LivingEntity, target: Entity, hand: Hand): ActionResult
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open fun canSwingHand(staffStack: ItemStack, world: World, holder: LivingEntity, hand: Hand): Boolean
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open fun disablesShield(staffStack: ItemStack, world: World, attacker: LivingEntity, hand: Hand): Boolean
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open override fun onStoppedUsing(stack: ItemStack, world: World, user: LivingEntity, remainingUseTicks: Int)
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open override fun useOnEntity(stack: ItemStack, user: PlayerEntity, entity: LivingEntity, hand: Hand): ActionResult
Inherited functions
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open fun appendTooltip(stack: ItemStack, context: Item.TooltipContext, tooltip: MutableList<Text>, type: TooltipType)
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open fun canDisableShield(stack: ItemStack, shield: ItemStack, entity: LivingEntity, attacker: LivingEntity): Boolean
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open fun doesSneakBypassUse(stack: ItemStack, level: WorldView, pos: BlockPos, player: PlayerEntity): Boolean
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@Nullable
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open fun getBonusAttackDamage(target: Entity, baseAttackDamage: Float, damageSource: DamageSource): Float
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@NotNull
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open fun isEnderMask(stack: ItemStack, player: PlayerEntity, endermanEntity: EndermanEntity): Boolean
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open fun isNotReplaceableByPickAction(stack: ItemStack, player: PlayerEntity, inventorySlot: Int): Boolean
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open fun onClicked(stack: ItemStack, otherStack: ItemStack, slot: Slot, clickType: ClickType, player: PlayerEntity, cursorStackReference: StackReference): Boolean
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open fun onInventoryTick(stack: ItemStack, level: World, player: PlayerEntity, slotIndex: Int, selectedIndex: Int)
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open fun onStackClicked(stack: ItemStack, slot: Slot, clickType: ClickType, player: PlayerEntity): Boolean
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open fun postMine(stack: ItemStack, world: World, state: BlockState, pos: BlockPos, miner: LivingEntity): Boolean
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open fun shouldCauseReequipAnimation(oldStack: ItemStack, newStack: ItemStack, slotChanged: Boolean): Boolean