package org.bukkit; import java.util.Map; import com.google.common.collect.Maps; /** * A list of all Effects that can happen to entities. */ public enum EntityEffect { /** * When mobs get hurt. */ HURT(2), /** * When a mob dies. *
* This will cause client-glitches! */ DEATH(3), /** * The smoke when taming a wolf fails. *
* Without client-mods this will be ignored if the entity is not a wolf. */ WOLF_SMOKE(6), /** * The hearts when taming a wolf succeeds. *
* Without client-mods this will be ignored if the entity is not a wolf. */ WOLF_HEARTS(7), /** * When a wolf shakes (after being wet). *
* Without client-mods this will be ignored if the entity is not a wolf. */ WOLF_SHAKE(8), /** * When a sheep eats a LONG_GRASS block. */ SHEEP_EAT(10), /** * When an Iron Golem gives a rose. *
* This will not play an effect if the entity is not an iron golem. */ IRON_GOLEM_ROSE(11), /** * Hearts from a villager. *
* This will not play an effect if the entity is not a villager. */ VILLAGER_HEART(12), /** * When a villager is angry. *
* This will not play an effect if the entity is not a villager. */ VILLAGER_ANGRY(13), /** * Happy particles from a villager. *
* This will not play an effect if the entity is not a villager. */ VILLAGER_HAPPY(14), /** * Magic particles from a witch. *
* This will not play an effect if the entity is not a witch. */ WITCH_MAGIC(15), /** * When a zombie transforms into a villager by shaking violently. *
* This will not play an effect if the entity is not a zombie. */ ZOMBIE_TRANSFORM(16), /** * When a firework explodes. *
* This will not play an effect if the entity is not a firework.
*/
FIREWORK_EXPLODE(17);
private final byte data;
private final static Map