001/* 002 * Trident - A Multithreaded Server Alternative 003 * Copyright 2014 The TridentSDK Team 004 * 005 * Licensed under the Apache License, Version 2.0 (the "License"); 006 * you may not use this file except in compliance with the License. 007 * You may obtain a copy of the License at 008 * 009 * http://www.apache.org/licenses/LICENSE-2.0 010 * 011 * Unless required by applicable law or agreed to in writing, software 012 * distributed under the License is distributed on an "AS IS" BASIS, 013 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 014 * See the License for the specific language governing permissions and 015 * limitations under the License. 016 */ 017package net.tridentsdk.effect.entity; 018 019/** 020 * Enum of all possible entity effects 021 * 022 * @author The TridentSDK Team 023 * @since 0.4-alpha 024 */ 025public enum EntityStatusEffectType { 026 /** 027 * When an entity gets hurt 028 */ 029 HURT((byte) 2), 030 031 /** 032 * When an Entity dies 033 * 034 * This can cause de-sync and client glitches! 035 */ 036 DEATH((byte) 3), 037 038 /** 039 * The smoke when taming a Wolf/Ocelot/Horse fails 040 * 041 * The effect will not apply unless the entity is a Wolf/Ocelot/Horse 042 */ 043 PET_SMOKE((byte) 6), 044 045 /** 046 * The hearts when taming a Wolf/Ocelot/Horse succeeds 047 * 048 * The effect will not apply unless the entity is a Wolf/Ocelot/Horse 049 */ 050 PET_HEARTS((byte) 7), 051 052 /** 053 * When a Wolf shakes after being wet 054 * 055 * The effect will not apply unless the entity is a Wolf/Ocelot/Horse 056 */ 057 WOLF_SHAKE((byte) 8), 058 059 /** 060 * When a Sheep eats a long grass block. 061 */ 062 SHEEP_EAT((byte) 10), 063 064 /** 065 * When an Iron Golem gives a rose 066 * 067 * The effect will not apply unless the entity is an Iron Golem 068 */ 069 IRON_GOLEM_ROSE((byte) 11), 070 071 /** 072 * Hearts from a Villager when he is in "Love Mode" 073 * 074 * The effect will not apply unless the entity is a Villager 075 */ 076 VILLAGER_HEART((byte) 12), 077 078 /** 079 * Storm Cloud from a Villager when he is Angry 080 * 081 * The effect will not apply unless the entity is a Villager 082 */ 083 VILLAGER_ANGRY((byte) 13), 084 085 /** 086 * Green Star particles from a villager when he is Happy 087 * 088 * The effect will not apply unless the entity is a Villager 089 */ 090 VILLAGER_HAPPY((byte) 14), 091 092 /** 093 * Magic particles from a witch. 094 * 095 * The effect will not apply unless the entity is a Witch 096 */ 097 WITCH_MAGIC((byte) 15), 098 099 /** 100 * When a Zombie transforms into a villager by shaking violently 101 * 102 * The effect will not apply unless the entity is a Zombie 103 */ 104 ZOMBIE_TRANSFORM((byte) 16), 105 106 /** 107 * When a Firework explodes. 108 * 109 * The effect will not apply unless the entity is a Firework 110 */ 111 FIREWORK_EXPLODE((byte) 17), 112 113 /** 114 * Love Particles when an Animal is in love. 115 * 116 * The effect will not apply unless the entity is an Animal 117 */ 118 ANIMAL_LOVE((byte) 18), 119 120 /** 121 * Reset the squid rotation 122 * 123 * The effect will not apply unless the entity is a Squid 124 */ 125 RESET_SQUID((byte) 19), 126 127 /** 128 * Just an explosion 129 * 130 * The effect only works on some entities 131 */ 132 EXPLOSION((byte) 20), 133 134 /** 135 * The guardian sound 136 */ 137 GUARDIAN((byte) 21), 138 139 /** 140 * Reduce the players debug by hiding the location information 141 * 142 * The effect will not apply unless the entity is a Player 143 */ 144 REDUCE_DEBUG((byte) 22), 145 146 /** 147 * Reset the players debug by showing the location information 148 * 149 * The effect will not apply unless the entity is a Player 150 */ 151 RESET_DEBUG((byte) 23); 152 153 private final byte id; 154 155 EntityStatusEffectType(byte id) { 156 this.id = id; 157 } 158 159 /** 160 * Get the id value of the effect 161 * 162 * @return The id value of the effect 163 */ 164 public byte id(){ 165 return id; 166 } 167}