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https://github.com/KAMKEEL/CustomNPC-Plus-API.git
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Magic Components for NPCs and Players
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@@ -6,10 +6,7 @@ import noppes.npcs.api.ITimers;
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import noppes.npcs.api.entity.data.IModelData;
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import noppes.npcs.api.handler.IActionManager;
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import noppes.npcs.api.handler.IOverlayHandler;
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import noppes.npcs.api.handler.data.IAnimationData;
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import noppes.npcs.api.handler.data.IDialog;
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import noppes.npcs.api.handler.data.IFaction;
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import noppes.npcs.api.handler.data.ILines;
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import noppes.npcs.api.handler.data.*;
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import noppes.npcs.api.item.IItemStack;
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import noppes.npcs.api.jobs.IJob;
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import noppes.npcs.api.roles.IRole;
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@@ -1481,4 +1478,6 @@ public interface ICustomNpc<T extends EntityCreature> extends IEntityLiving<T>,
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* @return the action manager.
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*/
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IActionManager getActionManager();
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IMagicData getMagicData();
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}
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@@ -6,13 +6,14 @@ import noppes.npcs.api.*;
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import noppes.npcs.api.gui.ICustomGui;
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import noppes.npcs.api.handler.IOverlayHandler;
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import noppes.npcs.api.handler.IPlayerData;
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import noppes.npcs.api.handler.data.IAnimationData;
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import noppes.npcs.api.handler.data.IDialog;
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import noppes.npcs.api.handler.data.IQuest;
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import noppes.npcs.api.handler.data.ISound;
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import noppes.npcs.api.handler.data.*;
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import noppes.npcs.api.item.IItemStack;
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import noppes.npcs.api.overlay.ICustomOverlay;
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/**
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* Represents a player in the game with methods for managing dialogs, quests,
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* inventory, sound, and more.
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*/
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public interface IPlayer<T extends EntityPlayerMP> extends IEntityLivingBase<T>, IAnimatable {
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/**
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* @return Returns the displayed name of the player
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@@ -20,299 +21,640 @@ public interface IPlayer<T extends EntityPlayerMP> extends IEntityLivingBase<T>,
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String getDisplayName();
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/**
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* @return Returns the players name
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* @return Returns the player's name
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*/
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String getName();
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/**
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* Kicks the player from the server with the specified reason.
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*
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* @param reason The reason for kicking the player.
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*/
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void kick(String reason);
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/**
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* Teleports the player to the specified coordinates in the current dimension.
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*
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* @param x The x-coordinate.
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* @param y The y-coordinate.
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* @param z The z-coordinate.
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*/
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void setPosition(double x, double y, double z);
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/**
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* Teleports the player to the coordinates specified by the given position.
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*
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* @param pos The position object containing coordinates.
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*/
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void setPosition(IPos pos);
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/**
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* Teleports the player to the specified coordinates in the given dimension.
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*
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* @param x The x-coordinate.
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* @param y The y-coordinate.
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* @param z The z-coordinate.
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* @param dimensionId The dimension ID.
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*/
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void setPosition(double x, double y, double z, int dimensionId);
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/**
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* Teleports the player to the position in the specified dimension.
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*
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* @param pos The position object containing coordinates.
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* @param dimensionId The dimension ID.
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*/
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void setPosition(IPos pos, int dimensionId);
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/**
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* Teleports the player to the specified coordinates in the dimension of the provided world.
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*
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* @param x The x-coordinate.
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* @param y The y-coordinate.
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* @param z The z-coordinate.
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* @param world The world whose dimension will be used.
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*/
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void setPosition(double x, double y, double z, IWorld world);
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/**
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* Teleports the player to the position specified by the given position in the dimension of the provided world.
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*
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* @param pos The position object containing coordinates.
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* @param world The world whose dimension will be used.
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*/
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void setPosition(IPos pos, IWorld world);
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/**
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* Changes the player's dimension by teleporting them to their current position in the specified dimension.
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*
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* @param dimension The dimension ID to move the player to.
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*/
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void setDimension(int dimension);
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/**
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* @return Returns the player's current hunger level.
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*/
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int getHunger();
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/**
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* Sets the player's hunger level.
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*
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* @param hunger The new hunger level.
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*/
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void setHunger(int hunger);
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/**
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* @return Returns the player's current saturation level.
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*/
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float getSaturation();
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/**
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* Sets the player's saturation level.
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*
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* @param saturation The new saturation level.
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*/
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void setSaturation(float saturation);
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/**
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* Displays the specified dialog to the player.
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*
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* @param dialog The dialog to display.
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*/
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void showDialog(IDialog dialog);
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/**
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* Checks whether the player has read the specified dialog.
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*
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* @param dialog The dialog to check.
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* @return True if the dialog has been read, false otherwise.
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*/
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boolean hasReadDialog(IDialog dialog);
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/**
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* Marks the specified dialog as read for the player.
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*
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* @param dialog The dialog to mark as read.
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*/
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void readDialog(IDialog dialog);
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/**
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* Marks the specified dialog as unread for the player.
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*
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* @param dialog The dialog to mark as unread.
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*/
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void unreadDialog(IDialog dialog);
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/**
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* Displays the dialog with the specified ID to the player.
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*
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* @param id The dialog ID.
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*/
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void showDialog(int id);
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/**
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* Checks whether the player has read the dialog with the specified ID.
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*
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* @param id The dialog ID.
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* @return True if the dialog has been read, false otherwise.
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*/
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boolean hasReadDialog(int id);
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/**
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* Marks the dialog with the specified ID as read for the player.
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*
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* @param id The dialog ID.
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*/
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void readDialog(int id);
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/**
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* Marks the dialog with the specified ID as unread for the player.
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*
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* @param id The dialog ID.
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*/
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void unreadDialog(int id);
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/**
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* Checks whether the player has finished the specified quest.
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*
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* @param quest The quest to check.
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* @return True if the quest has been finished, false otherwise.
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*/
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boolean hasFinishedQuest(IQuest quest);
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/**
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* Checks whether the player has an active quest matching the specified quest.
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*
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* @param quest The quest to check.
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* @return True if the quest is active, false otherwise.
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*/
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boolean hasActiveQuest(IQuest quest);
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/**
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* Add the quest from active quest list
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* @param quest The quest
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* Add the quest from active quest list.
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*
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* @param quest The quest.
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*/
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void startQuest(IQuest quest);
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/**
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* Add the quest from finished quest list
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* @param quest The quest
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* Add the quest from finished quest list.
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*
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* @param quest The quest.
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*/
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void finishQuest(IQuest quest);
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/**
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* Removes the quest from active quest list
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* @param quest The quest
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* Removes the quest from active quest list.
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*
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* @param quest The quest.
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*/
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void stopQuest(IQuest quest);
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/**
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* Removes the quest from active and finished quest list
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* @param quest The quest
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* Removes the quest from active and finished quest list.
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*
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* @param quest The quest.
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*/
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void removeQuest(IQuest quest);
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/**
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* Checks whether the player has finished the quest with the given ID.
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*
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* @param id The quest ID.
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* @return True if the quest has been finished, false otherwise.
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*/
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boolean hasFinishedQuest(int id);
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/**
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* Checks whether the player has an active quest with the given ID.
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*
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* @param id The quest ID.
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* @return True if the quest is active, false otherwise.
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*/
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boolean hasActiveQuest(int id);
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/**
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* @param id The quest ID
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* @param id The quest ID.
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*/
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void startQuest(int id);
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/**
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* @param id The quest ID
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* @param id The quest ID.
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*/
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void finishQuest(int id);
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/**
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* @param id The quest ID
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* @param id The quest ID.
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*/
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void stopQuest(int id);
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/**
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* @param id The quest ID
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* @param id The quest ID.
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*/
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void removeQuest(int id);
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/**
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* Returns an array of quests that the player has finished.
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*
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* @return An array of finished quests.
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*/
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IQuest[] getFinishedQuests();
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/**
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* Returns the entity type identifier for the player.
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*
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* @return The type as an integer.
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*/
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int getType();
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boolean typeOf(int type);
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/**
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* @param faction The faction id
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* @param points The points to increase. Use negative values to decrease
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* Checks if the player is of the specified entity type.
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*
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* @param type The entity type to check.
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* @return True if the player is of the specified type, false otherwise.
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*/
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boolean typeOf(int type);
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/**
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* @param faction The faction id.
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* @param points The points to increase. Use negative values to decrease.
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*/
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void addFactionPoints(int faction, int points);
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/**
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* @param faction The faction id
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* @param points The new point value for this faction
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*/
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void setFactionPoints(int faction, int points);
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* @param faction The faction id.
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* @param points The new point value for this faction.
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*/
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void setFactionPoints(int faction, int points);
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/**
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* @param faction The faction id
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* @return points
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* @param faction The faction id.
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* @return The current point total for the faction.
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*/
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int getFactionPoints(int faction);
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/**
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* @param message The message you want to send. Compatible with formatting codes, which can be found on the attached link.
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* @see <a href="https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7e/Minecraft_Formatting.gif/revision/latest/scale-to-width-down/200?cb=20200828001454">Minecraft formatting codes</a>
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* Sends a chat message to the player.
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*
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* @param message The message you want to send. Compatible with formatting codes.
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* @see <a href="https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7e/Minecraft_Formatting.gif/revision/latest/scale-to-width-down/200?cb=20200828001454">Minecraft formatting codes</a>
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*/
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void sendMessage(String message);
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/**
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* @return Return gamemode. 0: Survival, 1: Creative, 2: Adventure
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* @return Returns gamemode. 0: Survival, 1: Creative, 2: Adventure.
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*/
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int getMode();
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/**
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* @param type The gamemode type. 0:SURVIVAL, 1:CREATIVE, 2:ADVENTURE
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* @param type The gamemode type. 0:SURVIVAL, 1:CREATIVE, 2:ADVENTURE.
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*/
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void setMode(int type);
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/**
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* @since 1.7.10d
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* @return Returns a IItemStack array size 36
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* @return Returns an IItemStack array of size 36 representing the player's inventory.
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*/
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IItemStack[] getInventory();
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/**
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* @param item The item to be checked
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* @param ignoreNBT Whether the item's NBT tags will be checked to be equal
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* @param ignoreDamage Whether the item's damage will be checked to be equal
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* @return How many of this item the player has
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* @param item The item to be checked.
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* @param ignoreNBT Whether the item's NBT tags will be checked for equality.
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* @param ignoreDamage Whether the item's damage will be checked for equality.
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* @return The total count of the specified item in the player's inventory.
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*/
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int inventoryItemCount(IItemStack item, boolean ignoreNBT, boolean ignoreDamage);
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/**
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* @since 1.7.10c
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* @param id The items name
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* @param damage The damage value
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* @param amount How many will be removed
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* @return True if the items were removed succesfully. Returns false incase a bigger amount than what the player has was given or item doesnt exist
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* @param id The item's name.
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* @param damage The damage value.
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* @param amount How many items will be removed.
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* @return True if the items were removed successfully, false if the amount exceeds what the player has or the item doesn't exist.
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*/
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boolean removeItem(String id, int damage, int amount);
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/**
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* @param item The Item type to be removed
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* @param amount How many will be removed
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* @param ignoreNBT Whether the item's NBT tags will be checked to be equal
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* @param ignoreDamage Whether the item's damage will be checked to be equal
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* @return True if the items were removed succesfully. Returns false incase a bigger amount than what the player has was given
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* @param item The item type to be removed.
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* @param amount The number of items to remove.
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* @param ignoreNBT Whether the item's NBT tags will be checked for equality.
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* @param ignoreDamage Whether the item's damage will be checked for equality.
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* @return True if the items were removed successfully, false if the removal amount exceeds the player's count.
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*/
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boolean removeItem(IItemStack item, int amount, boolean ignoreNBT, boolean ignoreDamage);
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/**
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* @param item The item to be removed from the players inventory
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* @param ignoreNBT Whether the item's NBT tags will be checked to be equal
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* @param ignoreDamage Whether the item's damage will be checked to be equal
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* @return The amount of item stacks that were removed
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* @param item The item to be removed from the player's inventory.
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* @param ignoreNBT Whether the item's NBT tags will be checked for equality.
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* @param ignoreDamage Whether the item's damage will be checked for equality.
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* @return The number of item stacks that were removed.
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*/
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int removeAllItems(IItemStack item, boolean ignoreNBT, boolean ignoreDamage);
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/**
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* @since 1.7.10c
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* @param item Item to be added
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* @param amount The amount of the item to be added
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* @return Returns whether or not it gave the item succesfully
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* @param item The item to be added.
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* @param amount The number of items to add.
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* @return True if the item was given successfully, false otherwise.
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*/
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boolean giveItem(IItemStack item, int amount);
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/**
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* @since 1.7.10c
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* @param id The items name
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* @param damage The damage value
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* @param amount The amount of the item to be added
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* @return Returns whether or not it gave the item succesfully
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* @param id The item's name.
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* @param damage The damage value.
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* @param amount The number of items to add.
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* @return True if the item was given successfully, false otherwise.
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*/
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boolean giveItem(String id, int damage, int amount);
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/**
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* Same as the /spawnpoint command
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* @param x The x position
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* @param y The y position
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* @param z The z position
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* Same as the /spawnpoint command.
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*
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* @param x The x-coordinate.
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* @param y The y-coordinate.
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* @param z The z-coordinate.
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*/
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void setSpawnpoint(int x, int y, int z);
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/**
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* Sets the player's spawnpoint to the coordinates of the provided position.
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*
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* @param pos The position containing the spawn coordinates.
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*/
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void setSpawnpoint(IPos pos);
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/**
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* Resets the player's spawnpoint to the default spawn.
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*/
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void resetSpawnpoint();
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/**
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* Sets the player's rotation.
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*
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* @param rotationYaw The horizontal rotation (yaw).
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* @param rotationPitch The vertical rotation (pitch).
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*/
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void setRotation(float rotationYaw, float rotationPitch);
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/**
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* Disables mouse input for the specified time and buttons for the player.
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*
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* @param time The duration for which mouse input is disabled.
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* @param buttonIds The IDs of the mouse buttons to disable.
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*/
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void disableMouseInput(long time, int... buttonIds);
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/**
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* Stops the player from using the currently active item.
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*/
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void stopUsingItem();
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/**
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* Clears the currently in-use item.
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*/
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void clearItemInUse();
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public void clearInventory();
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/**
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* Clears the player's entire inventory, including main and armor slots.
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*/
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void clearInventory();
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/**
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* Plays the specified sound at the given volume and pitch for the player.
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*
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* @param name The sound name.
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* @param volume The volume level.
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* @param pitch The pitch level.
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*/
|
||||
void playSound(String name, float volume, float pitch);
|
||||
|
||||
/**
|
||||
* Plays the specified sound with an identifier for the player.
|
||||
*
|
||||
* @param id The sound identifier.
|
||||
* @param sound The sound to play.
|
||||
*/
|
||||
void playSound(int id, ISound sound);
|
||||
|
||||
/**
|
||||
* Plays the specified sound for the player.
|
||||
*
|
||||
* @param sound The sound to play.
|
||||
*/
|
||||
void playSound(ISound sound);
|
||||
|
||||
/**
|
||||
* Stops the sound with the given identifier for the player.
|
||||
*
|
||||
* @param id The sound identifier.
|
||||
*/
|
||||
void stopSound(int id);
|
||||
|
||||
/**
|
||||
* Pauses all sounds currently playing for the player.
|
||||
*/
|
||||
void pauseSounds();
|
||||
|
||||
/**
|
||||
* Resumes paused sounds for the player.
|
||||
*/
|
||||
void continueSounds();
|
||||
|
||||
/**
|
||||
* Stops all sounds currently playing for the player.
|
||||
*/
|
||||
void stopSounds();
|
||||
|
||||
/**
|
||||
* Mounts the specified entity onto the player.
|
||||
*
|
||||
* @param ridingEntity The entity to mount.
|
||||
*/
|
||||
void mountEntity(Entity ridingEntity);
|
||||
|
||||
/**
|
||||
* Drops one item from the player's inventory.
|
||||
*
|
||||
* @param dropStack If true, drops the entire stack; otherwise, drops a single item.
|
||||
* @return The dropped item as an IEntity.
|
||||
*/
|
||||
IEntity dropOneItem(boolean dropStack);
|
||||
|
||||
/**
|
||||
* Checks if the player can harvest the specified block.
|
||||
*
|
||||
* @param block The block to check.
|
||||
* @return True if the player can harvest the block, false otherwise.
|
||||
*/
|
||||
boolean canHarvestBlock(IBlock block);
|
||||
|
||||
/**
|
||||
* Interacts with the specified entity.
|
||||
*
|
||||
* @param entity The entity to interact with.
|
||||
* @return True if the interaction was successful, false otherwise.
|
||||
*/
|
||||
boolean interactWith(IEntity entity);
|
||||
|
||||
/**
|
||||
* @param achievement The achievement id. For a complete list see http://minecraft.wiki/w/Achievements
|
||||
* @return Returns whether or not the player has this achievement
|
||||
* @return Returns whether or not the player has this achievement.
|
||||
*/
|
||||
boolean hasAchievement(String achievement);
|
||||
|
||||
/**
|
||||
* @param permission Bukkit/Cauldron permission
|
||||
* @return Returns whether or not the player has the permission
|
||||
* @param permission Bukkit/Cauldron permission.
|
||||
* @return Returns whether or not the player has the specified permission.
|
||||
*/
|
||||
boolean hasBukkitPermission(String permission);
|
||||
|
||||
/**
|
||||
* @since 1.7.10c
|
||||
* @return Returns the exp level
|
||||
* @return Returns the player's experience level.
|
||||
*/
|
||||
int getExpLevel();
|
||||
|
||||
/**
|
||||
* @since 1.7.10c
|
||||
* @param level The new exp level you want to set
|
||||
* @param level The new experience level to set.
|
||||
*/
|
||||
void setExpLevel(int level);
|
||||
|
||||
/**
|
||||
* Requires pixelmon to be installed
|
||||
* Requires Pixelmon to be installed.
|
||||
*
|
||||
* @since 1.7.10d
|
||||
* @return Returns the player's Pixelmon data, or null if Pixelmon is not enabled.
|
||||
*/
|
||||
IPixelmonPlayerData getPixelmonData();
|
||||
|
||||
/**
|
||||
* Returns the player's timers.
|
||||
*
|
||||
* @return The timers associated with the player.
|
||||
*/
|
||||
ITimers getTimers();
|
||||
|
||||
/**
|
||||
* Updates the player's inventory on the client side.
|
||||
*/
|
||||
void updatePlayerInventory();
|
||||
|
||||
/**
|
||||
* Returns the player's DBC (database) data, if available.
|
||||
*
|
||||
* @return The DBC data, or null if not applicable.
|
||||
*/
|
||||
IDBCPlayer getDBCPlayer();
|
||||
|
||||
/**
|
||||
* Checks if the player is currently blocking.
|
||||
*
|
||||
* @return True if blocking, false otherwise.
|
||||
*/
|
||||
boolean blocking();
|
||||
|
||||
public IPlayerData getData();
|
||||
/**
|
||||
* Returns the player's associated data (quest, faction, timers, etc.).
|
||||
*
|
||||
* @return The player's data.
|
||||
*/
|
||||
IPlayerData getData();
|
||||
|
||||
/**
|
||||
* Checks if the player is flagged as a scripting developer.
|
||||
*
|
||||
* @return True if the player is a scripting developer, false otherwise.
|
||||
*/
|
||||
boolean isScriptingDev();
|
||||
|
||||
/**
|
||||
* Returns an array of quests that the player is actively undertaking.
|
||||
*
|
||||
* @return An array of active quests.
|
||||
*/
|
||||
IQuest[] getActiveQuests();
|
||||
|
||||
/**
|
||||
* Returns the container (GUI) that the player currently has open, if any.
|
||||
*
|
||||
* @return The open container, or null if none is open.
|
||||
*/
|
||||
IContainer getOpenContainer();
|
||||
|
||||
/**
|
||||
* Displays a custom GUI to the player.
|
||||
*
|
||||
* @param gui The custom GUI to show.
|
||||
*/
|
||||
void showCustomGui(ICustomGui gui);
|
||||
|
||||
/**
|
||||
* Returns the custom GUI currently open for the player.
|
||||
*
|
||||
* @return The custom GUI, or null if none is open.
|
||||
*/
|
||||
ICustomGui getCustomGui();
|
||||
|
||||
/**
|
||||
* Closes the currently open GUI for the player.
|
||||
*/
|
||||
void closeGui();
|
||||
|
||||
/**
|
||||
* Displays a custom overlay on the player's screen.
|
||||
*
|
||||
* @param overlay The custom overlay to display.
|
||||
*/
|
||||
void showCustomOverlay(ICustomOverlay overlay);
|
||||
|
||||
/**
|
||||
* Closes the custom overlay with the specified identifier.
|
||||
*
|
||||
* @param id The overlay ID.
|
||||
*/
|
||||
void closeOverlay(int id);
|
||||
|
||||
/**
|
||||
* Returns the player's overlay handler which manages custom overlays.
|
||||
*
|
||||
* @return The overlay handler.
|
||||
*/
|
||||
IOverlayHandler getOverlays();
|
||||
|
||||
/**
|
||||
* Returns the player's animation data.
|
||||
*
|
||||
* @return The animation data.
|
||||
*/
|
||||
IAnimationData getAnimationData();
|
||||
|
||||
/**
|
||||
* Sets whether the player has conquered the End dimension.
|
||||
*
|
||||
* @param conqueredEnd True if the End is conquered, false otherwise.
|
||||
*/
|
||||
void setConqueredEnd(boolean conqueredEnd);
|
||||
|
||||
/**
|
||||
* Checks whether the player has conquered the End dimension.
|
||||
*
|
||||
* @return True if the End has been conquered, false otherwise.
|
||||
*/
|
||||
boolean conqueredEnd();
|
||||
|
||||
public IScreenSize getScreenSize();
|
||||
/**
|
||||
* Returns the player's screen size information.
|
||||
*
|
||||
* @return The screen size.
|
||||
*/
|
||||
IScreenSize getScreenSize();
|
||||
|
||||
/**
|
||||
* Returns the player's magic-related data.
|
||||
*
|
||||
* @return The magic data.
|
||||
*/
|
||||
IMagicData getMagicData();
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
package noppes.npcs.api.handler.data;
|
||||
|
||||
public interface IMagicData {
|
||||
|
||||
/**
|
||||
* @param id The ID of the Magic
|
||||
*/
|
||||
void removeMagic(int id);
|
||||
|
||||
/**
|
||||
* @param id The ID of the Magic
|
||||
* @return If the Magic exists
|
||||
*/
|
||||
boolean hasMagic(int id);
|
||||
|
||||
/**
|
||||
* Clears the Magics
|
||||
*/
|
||||
void clear();
|
||||
|
||||
/**
|
||||
* @return If the Magics are empty
|
||||
*/
|
||||
boolean isEmpty();
|
||||
|
||||
/**
|
||||
* @param id The ID of the Magic
|
||||
* @param damage The bonus damage for the Magic
|
||||
* @param split The split of the Magic
|
||||
*/
|
||||
void addMagic(int id, float damage, float split);
|
||||
|
||||
/**
|
||||
* @param id The ID of the Magic
|
||||
* @return The bonus damage for the Magic
|
||||
*/
|
||||
float getMagicDamage(int id);
|
||||
|
||||
/**
|
||||
* @param id The ID of the Magic
|
||||
* @return The split of the Magic
|
||||
*/
|
||||
float getMagicSplit(int id);
|
||||
}
|
||||
Reference in new issue
Block a user