typesforbukkit
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Types For Bukkit
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// API Link: https://tfb.neocities.org/1.17/org/bukkit/GameRule
namespace org.bukkit {
/** @description GameRules dictate certain behavior within Minecraft itself */
export class GameRule<T> {
/** @description Toggles the announcing of advancements */
static ANNOUNCE_ADVANCEMENTS : org.bukkit.GameRule<boolean>;
/** @description Whether command blocks should notify admins when they perform commands */
static COMMAND_BLOCK_OUTPUT : org.bukkit.GameRule<boolean>;
/** @description Whether the server should skip checking player speed when the player is wearing elytra */
static DISABLE_ELYTRA_MOVEMENT_CHECK : org.bukkit.GameRule<boolean>;
/** @description Whether pillager raids are enabled or not */
static DISABLE_RAIDS : org.bukkit.GameRule<boolean>;
/** @description Whether time progresses from the current moment */
static DO_DAYLIGHT_CYCLE : org.bukkit.GameRule<boolean>;
/** @description Whether entities that are not mobs should have drops */
static DO_ENTITY_DROPS : org.bukkit.GameRule<boolean>;
/** @description Whether fire should spread and naturally extinguish */
static DO_FIRE_TICK : org.bukkit.GameRule<boolean>;
/** @description Whether clients will respawn immediately after death or not */
static DO_IMMEDIATE_RESPAWN : org.bukkit.GameRule<boolean>;
/** @description Whether phantoms will appear without sleeping or not */
static DO_INSOMNIA : org.bukkit.GameRule<boolean>;
/** @description Whether players should only be able to craft recipes they've unlocked first */
static DO_LIMITED_CRAFTING : org.bukkit.GameRule<boolean>;
/** @description Whether mobs should drop items */
static DO_MOB_LOOT : org.bukkit.GameRule<boolean>;
/** @description Whether mobs should naturally spawn */
static DO_MOB_SPAWNING : org.bukkit.GameRule<boolean>;
/** @description Whether patrols should naturally spawn */
static DO_PATROL_SPAWNING : org.bukkit.GameRule<boolean>;
/** @description Whether blocks should have drops */
static DO_TILE_DROPS : org.bukkit.GameRule<boolean>;
/** @description Whether traders should naturally spawn */
static DO_TRADER_SPANING : org.bukkit.GameRule<boolean>;
/** @description Whether the weather will change from the current moment */
static DO_WEATHER_CYCLE : org.bukkit.GameRule<boolean>;
/** @description Whether drowning damage is enabled or not */
static DROWNING_DAMAGE : org.bukkit.GameRule<boolean>;
/** @description Whether fall damage is enabled or not */
static FALL_DAMAGE : org.bukkit.GameRule<boolean>;
/** @description Whether fire damage is enabled or not */
static FIRE_DAMAGE : org.bukkit.GameRule<boolean>;
/** @description Whether freeze damage is enabled or not */
static FREEZE_DAMAGE : org.bukkit.GameRule<boolean>;
/** @description Whether mobs should cease being angry at a player once they die */
static FORGIVE_DEAD_PLAYERS : org.bukkit.GameRule<boolean>;
/** @description Whether the player should keep items in their inventory after death */
static KEEP_INVENTORY : org.bukkit.GameRule<boolean>;
/** @description Whether to log admin commands to server log */
static LOG_ADMIN_COMMANDS : org.bukkit.GameRule<boolean>;
/** @description Determines the number at which the chain of command blocks act as a "chain". This is the maximum amount of command blocks that can be activated in a single tick from a single chain */
static MAX_COMMAND_CHAIN_LENGTH : org.bukkit.GameRule<boolean>;
/** @description The maximum number of other pushable entities a mob or player can push, before taking suffocation damage */
static MAX_ENTITY_CRAMMING : org.bukkit.GameRule<boolean>;
/** @description Whether mobs can pick up items or change blocks */
static MOB_GRIEFING : org.bukkit.GameRule<boolean>;
/** @description Whether players can regenerate health naturally through their hunger bar */
static NATURAL_REGENERATION : org.bukkit.GameRule<boolean>;
/** @description The percentage of online players which must be sleeping for the night to advance*/
static PLAYERS_SLEEPING_PERCENTAGE : org.bukkit.GameRule<number>;
/** @description How often a random block tick occurs (such as plant growth, leaf decay, etc.) per chunk section per game tick */
static RANDOM_TICK_SPEED : org.bukkit.GameRule<boolean>;
/** @description Whether the debug screen shows all or reduced information */
static REDUCED_DEBUG_INFO : org.bukkit.GameRule<boolean>;
/** @description Whether the feedback from commands executed by a player should show up in chat */
static SEND_COMMAND_FEEDBACK : org.bukkit.GameRule<boolean>;
/** @description Whether a message appears in chat when a player dies */
static SHOW_DEATH_MESSAGES : org.bukkit.GameRule<boolean>;
/** @description The number of blocks outward from the world spawn coordinates that a player will spawn in when first joining a server or when dying without a spawnpoint */
static SPAWN_RADIUS : org.bukkit.GameRule<boolean>;
/** @description Whether players in spectator mode can generate chunks */
static SPECTATORS_GENERATE_CHUNKS : org.bukkit.GameRule<boolean>;
/** @description Whether mobs will target all player entities once angered */
static UNIVERSAL_ANGER : org.bukkit.GameRule<boolean>;
equals(obj: Object) : boolean {return;}
/** @description Get a GameRule by its name */
static getByName(rule: String) : org.bukkit.GameRule<any> {return;}
/** @description Get the name of this GameRule */
getName() : String {return;}
/** @description Get the type of this rule */
getType() : java.lang.Class<T> {return;}
toString() : String {return;}
/** @description Get an immutable collection of GameRules */
static values() : org.bukkit.GameRule<any>[] {return;}
}
}