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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;} } }