recursal/Fanatic-Fandom huggingface dataset:
Astral Plane

The Astral Plane is an incredibly diverse plane compared to the Material Plane. By and large, the Astral Plane is comprised on empty skies, though it isn't completely uncommon to see the occasional landmass, where those who inhabit the plane live.

## Traveling to the Astral Plane

There are many ways to get to the Astral Plane, primarily through magical means. Though traveling through spells (such as *plane shift*) is the most common technique, there are portals to the Astral Plane in the Material Plane, though they are hard to come by. There are additional other means to travel to the Astral Plane, though they are very rare.

## Inhabitants

Every inhabitant currently living the Astral Plane came from a separate plane of existence. Due to the un-aging quality of the Astral Plane's inhabitants, it is impossible to have children while within the plane. Thus, parents must travel to anther to have and raise children. Many communities within the plane are independent, there are allied guilds and factions. The largest settlement in the Astral Plane is *Kara's Vale*.

### Pirates

Corsairs make up a large portion of those who travel the skies. Due to the ever-evolving technology within the Astral Plane, and the relative loose gravity, flying ships supported by special fabric (called *featherweave)* are able to traverse the plane's sky. Additionally, it isn't uncommon to see various flying mechanical machines flying about as well. The most common pirate is the Githyanki, though pirates of all sorts can be seen in the plane. There are many types of privateers, some traveling to enslave and slaughter planar travelers, some simply stealing and looting the plane's inhabitants.
True Shot

True shot is a basic arcane spell that allows the caster to fire a projectile from a missile weapon at 1.5x range. The caster guides the projectile to its target, greatly increasing its chance to hit. If the spellcasting is particularly successful, the projectile may split into two to hit multiple targets, or become charged with arcane energies that allow it to pierce right through objects and foes. The greatest casters can even guide the projectile freely, allowing it to turn corners, or turn the projectile into poisonous brambles that wrap around an enemy, or make the projectile explode in a magical flame.

This is a favored spell among elves.
Nadity

**Nadity**is northern down on the continent of Valdon, known widely for it's celebration of Midsummer.

## **Society**

**Demographics**

When the party first entered Nadity, people of all races were abundant. However, very few of Nadity's citizens are actually not human or elven. Both male and female humanoids can be seen in various jobs around Nadity.

**Notable People**

Mayor

## **Notable Places**

**The Unending Tap**

**Curated Cures and Candles: The Polyphonic Potions**
The Chuul in the Well

## Summary

### Session 8

The party have woken up in the forest near Iason where they have slain 3 Ankhegs.

The party go to sleep and Arlyl and Hixan stay as watch for the night.

Hixan begins to take the shells from the Ankhegs but only succeeds on taking 1 full shell while ruining the 2 other's with Giastorm's help.

They get the cart and put the bodies in. All 3 of them. Arlyl goes to the inn and talks to Koin, who recently woke up.

Samson walks in deeper in the forest and promises to come back in a couple of hours.

Hixan takes a mission from the mission board and helps a farmer with moving some logs, he is assisted by Giastorm.

Drizzler, the mayor of Iason, knowing that the team is an adventuring party, asks them to help unclog the well that has dried out for some reason. At this moment, for the first time ever, Arlyl said "Hixan and CO"

They get to the well and all, one by one, get in. The reason why the well is clogged, appears quiet obviously - there is a large crab monster stuck between some rubble. Hixan correctly identifies this as a Chuul.

The party kill the Chuul and pull him out unclogging the well and freeing the water. Hixan keeps the head alongside his Ankheg head.

Hixan & CO is awarded 10 gold each by Drizzler. They go to dispose of the bodies of the monsters they have gathered and notice Samson.

Samson has a wolf by his side now as he has informed the rest of the party that Arrow has died.

The party drive off in their cart with Pam and Bob, Arlyl steering and Giastorm looks back at Drizzler who is waving farewell.

Drizzler smiles at Giastorm who is the only one who notices that Drizzler has a fang.

Previous Session - Drizzler of Iason

Next Session - The Citire Special

## **Featured Characters**

### **Hixan & CO**

* Asper
* Arlyl
* Giastorm
* Hixan
* Koin

### **Absent**

* Aros - has been left behind
* Samson - was absent for most except arriving at the very end

### **Returning**

* Drizzler
* citizens of Iason
Drizzler of Iason

They are met by the town Mayor - Jon who goes by his last name Drizzler. He had been scouting around the town due to the lack of men in his town.

Drizzler seems like a friendly, nice and hardworking person.

When the party gets into town they go to The Sleepy Hollow and Samson, Hixan and Koin get rooms.

Arlyl and Asper go to a perfume shop called Mixer's Elixirs and Arlyl gets the strongest Perfume the man had.

The party go to the graveyard and check out a temple of Pelor.

Hixan nonchalantly mentions that he can breathe fire which Arlyl hadn't heard or seen about. Hixan and Arlyl then exchange about their abilities and Hixan mentions that he is curious about Arlyl's Thunderous abilities.

Arlyl happily goes to the forest for 20 minutes and Asper joins him.

Hixan gets drunk and realizes he hasn't fought anyone that day yet. Arlyl comes back and demonstrates his power by creating 4 Thunderwaves simultaneously which is extremely loud but it does impress Hixan and Giastorm.

Hixan challenges anyone in the Inn to a battle but him being drunk, Arlyl escorts him out and accepts to fight him in the forest.

Giastorm and Arlyl debate which one gets to fight him but in the end it's Arlyl. Hixan is tipsy this entire time until the fight begins where his focus becomes max.

Hixan and Arlyl have a duel. When Arlyl starts stumbling and begins to lose. He casts Primal Savagery to give himself fangs and claws. Even with this slight advantage now, Arlyl does not defeat Hixan.

The party all go to sleep in the forest each taking watch.....Except for Koin. Koin is peacefully sleeping in his room, in the inn...

Hixan wakes up at around 3am due to weird sounds that he hears in the forest, and the ground shaking. He wakes everyone up and, everyone gets ready.

3 huge insectoid monster with many slender limbs and large antennae burrow from the ground to attack us. These creatures, as Hixan comments, seem to be Ankhegs which he had heard from an adventurer.

The party have a great fight against the Ankheg's. Asper, Giastorm and Hixan getting the killing blows on the 3.

They party also take some of the creature's parts.

Previous Session - The Midnight Horse Robbery

Next Session - The Chuul in the Well

## Date

24th of Flamerule

25th of Flamerule (A fight after midnight takes place in the session)

## **Featured Characters**

### **Hixan & CO**

* Asper
* Arlyl
* Giastorm
* Hixan
* Koin
* Samson

### **New**

* Drizzler
* citizens of Iason
The King's corpse

Session 12 is the second session of Arc II

## Summary

### Session 12

The party goes to the burning building that the king's feast took place in and Hixan brings out all of the corpses of the rich people hoping to save atleast someone. Unfortunatly all of them were dead.

Everyone quickly and stealthly bring the King's body to Txarra's temple to guard him and maybe even resurrect him. Due to it being the middle of the night everyone went to sleep.

Everyone took watches, starting with Hixan and Giastorm. Then Arlyl and Asper. Arlyl, through the window, notices guards walking house to house.

He decides to wake everyone up and inform them of what they saw. Seeing as the guards are gonna be at the temple soon, after everyone waking up, everyone disperses - some hide and some stay to be ready to talk to the guards. The corpse gets hidden.

The guards arrive and start looking around. They have been walking around looking for the King's body. They don't find the body after looking around for a while but do ask Txarra to follow them. He agrees and goes to follow them.

Koin, worried that they might do something bad to Txarra, chooses to follow them. He uses disguise self to transform himself into an old lady. After following them throughout the city he sees Txarra and the guards go into a guard building. Koin transforms into a guard to get in as well. He isn't let in by a guard, so he plays it off as if he were drunk. The guards not believing him start going after him but he escapes.

Arlyl and Asper, were both following Koin and arrive around the same time. The group of guards that were chasing after Koin start harassing the 3 but shortly after, both Hixan and Giastorm show up on their new flying broom. Koin runs away while the others stay. Noone from the party wants any conflict to begin so they are passive. Arlyl even tries to heal one of the guards but they see it as an attack. They recklessly attack Arlyl and the other members but everyone gets away in different ways.

Everyone returns to either the temple or the inn.

Previous Session - Welcome to Empetria

Next Session - The Fight Club

## Date

30th of Flamerule (Most of the action happens barely before Midnight)

## **Featured Characters**

### **Hixan & CO**

* Arlyl
* Asper
* Giastorm
* Hixan
* Koin

### **Absent**

* Aros - He has disappeared
* Samson - didn't do much and just stayed at the temple

### **Returning**

* Txarra
* Solorian

### **Mentioned**

* Naadar Eddys
* Jade Cromwell
* Earun Xylia
Koin

Koin is a tiefling archfey warlock played by Alex.

## Description

### Appearance

 Koin is a red-skinned tiefling, he has black hair and a fake moustache. He wears clothing of clashing patterns, simple pieces of leather armor and a lot of jewerly of all kinds. He has tattoos on most of his body. Koin is never seen without a big backpack filled with various items he stole or found on his adventures.

### Personality

Koin doesn't really care for anything that's not entertaining or profitable. He is usually honest in his opinions, but is a compulsive liar when talking about his life and background. He is usually good to people hard on their luck, using his many underground connections in Empetria to help any new criminals.

## Biography

### Background

Koin was born in a big city - Empetria, to a tiefling woman, Ataraxia, a professional assassin. She became an assassin at a young age and was a part of a small group of criminals who chose to stay together to keep each other from getting into trouble with authority. The group was not any serious syndicate, more like a dozen of very close friends who happened to all be criminals of all kind.

   Koin grew up surrounded by his mother's companions, and often was used as bait for the victims, learning the art of manipulation. He was always interested in magic, but failed to learn it as a wizard would, unable to gather enough attention.

After a very unlucky heist, Koin's mother and her associates were captured by the city guard and jailed. Afraid to be caught too, Koin fled Empetria.

Surviving outside of the city was tough, but Koin was afraid to go near civilization for a long time, paranoid about the guards. He didn't have any useful skills to live in a forest, and eventually he'd gotten lost, after going days without eating or sleeping. By chance, or by the magic of thaumaturgy he'd been casting in hopes of alerting any human nearby, he'd stumbled onto a fey crossing. Time in the feywild is easily forgotten by most people, and that was the case for Koin, too, but his chaotic nature or his charisma made some being in feywild curious enough to return him to the material plane with a clear idea of which direction he needed to go and a few spells to protect himself. Out of the forest, he'd found his way into a little town of Nadity, in the middle of Mid-Summer celebration.

## Character information

### Notable items

Robe of useful items

Pact deck

### Abilities

#### Tiefling abilities

* Darkvision
* Hellish Resisteace
* Infernal Legacy
	+ Thaumaturgy Cantrip
	+ Hellish Rebuke (2nd level)

#### Warlock abilities

* Otherwordly Patron (ArchFey)
	+ Fey presence
* Pact Magic (Charisma-Based Spellcasting)
	+ Cantrips
		- Prestidigitation
		- Eldritch blast
		- Mage hand
	+ 1-st level spells
		- Witch blast
		- Arms of Hadar
	+ 2-nd level spells
		- Ray of Enfeeblement
		- Shatter
		- Suggestion
* Eldritch Invocations (2)
	+ Agonizing Blast
	+ Mask of Many Faces
Iron't You Glad?

Iron't You Glad? is an advancement in the Industrial Revolution tab. It is based on the enchantment Smeltery.

## Requirements

Breaking iron ore with a pickaxe enchanted with Smeltery and Fortune while getting more than one iron ingot will unlock the advancement.

## Description

Obtain more than one iron ingot from an iron ore using Smeltery
Wand

The Wand enchantment is an enchantment added by Enchantment Solution for the carrot on a stick.

## Wand

### Version Added

2.0.0

While carrying a block in the offhand, right clicking to place a block with Wand in the mainhand will place any extra blocks from the player's inventory onto the ground. If there is only the block in the offhand, the Wand enchantment will do nothing.

## Enchantability

 Level 50
 Level 50
 Level 30
 Level 30

## Advancements

* Breaker, Breaker
* Did You Really Wand to Do That?

## Incompatibilities

Irene's Lasso and Wand are mutually exclusive. When added to the same item, both enchantments will work as normal.
Hixan & Co

Hixan & Co is an adventuring party that travels the continent of Valdon

## Founding

The 7 individuals who would become Hixan & Co first met in Nadity. Nadity was having a Mid-Summer festival which was the biggest reason why people were visiting. Each member had not met any of the other members before meeting in Nadity. The 7 members met in front of the entrance of the town.

The first time the name Hixan & Co appeared was in session 2 when the party competed in a drinking contest and was asked their team's name. Hixan answered "Hixan and CO".

## Later Joining

Asper joined the party in session 5 when she lost a duel to Hixan where his wager was that she'd have to join their team if she lost... which she did.

Needle joined the party in session 14 but was first seen in session 13 in Magpie's fight pit. He joined the party after having an interest in them and in becoming an adventurer.

Toadstool met the party in Regalis and aided them on delivering her siblings - Tauris and Terina to Txarra's priests. She chose to not leave them after that.

## Members-Main

### Current

**Hixan, Dragonborn Fighter and Cleric**
**Giastorm, Tiefling Rogue**
**Arlyl, Half-Orc Half-Tiefling Druid**
**Koin, Tiefling Warlock**
**Samson, Human Ranger**
**Asper, Pixie Fighter**
**Toadstool, Eladrin Druid**
**Peter, Human Alchemist**

### Former

**Ziri, Human Wizard**
**Aros, Halfling Monk**
**Needle, Tabaxi Monk**

### Pets

**Lance, Samson's wolf**
**Tuck, Giastorm's Badger**
**Pam, Palomino horse**
**Bob, Black horse**

### Former Pets

**Arrow, Samson's falcon**
**Pip, Aros' mouse**

### Battles

Nadity goblin attack and raid (Nadity)

Battle against Earun Xylia in Nadity.

Battle against 3 Ankhegs. (In a forest near Iason)

Battle in the Iason well against a stuck Chuul.

Battle on a flying island against Driders. (Giastorm died)

Fight against Magpie in Empetria, in his fight pit. (Hixan died)

Sea battle on the shore of Regalis against Sahuagin, Giant Eels and Harpies.

## Quotes

"We are the heroes! ..we are the heroes!"

~Giastorm and Arlyl when stealing the horses in Nadity.
SoulReaperEvent

The Soul Reaper Event is an event called when a successful Soulbound event is called and the kill item is a Soul Reaper weapon.

## Description

The SoulReaperEvent is a class that adds two local variables: the player who killed the player losing their items, and a list of item stacks that keeps track of the reaped items.

## Code Information

### Constructor

SoulReaperEvent(Player who, Player killer, int level, List<ItemStack> reapedItems)

* // Player who - the player getting their items stolen
* // Player killer - the killing player
* // int level - the level of Soul Reaper
* // List<ItemStack> reapedItems - the list of reaped items
InteractEvent

The Interact Event is an event called when a player interacts with a block or entity by right-clicking it.

## Description

The InteractEvent is a class that adds four local variables: an itemstack that keeps track of the item that was used to right click, the potential block that was interacted with, the potential entity that was interacted with, and the type of interaction. The types of interaction are AIR, BLOCK, and ENTITY.

## Code Information

### Constructor

InteractEvent(Player who, EnchantmentLevel enchantment, ItemStack item)

* // Player who - the player interacting
* // EnchantmentLevel enchantment - the enchantment and level modifying the interaction
* // ItemStack item - the item doing the interacting
* \* This constructor will set the type of interaction to AIR

InteractEvent(Player who, EnchantmentLevel enchantment, ItemStack item, Block block)

* // Player who - the player interacting
* // EnchantmentLevel enchantment - the enchantment and level modifying the interaction
* // ItemStack item - the item doing the interacting
* // Block block - the block being interacted with
* \* This constructor will set the type of interaction to BLOCK

InteractEvent(Player who, EnchantmentLevel enchantment, ItemStack item, Entity entity)

* // Player who - the player interacting
* // EnchantmentLevel enchantment - the enchantment and level modifying the interaction
* // ItemStack item - the item doing the interacting
* // Entity entity - the entity being interacted with
* \* This constructor will set the type of interaction to ENTITY

### Methods

#### ItemStack getItem()

Gets the item that is doing the interacting

#### Block getBlock()

Gets the block being interacted with. Returns null when getType() == ENTITY or getType() == AIR

#### Entity getEntity()

Gets the entity being interacted with. Returns null when getType() == BLOCK or getType() == AIR
ESBlockPlaceEvent

The Enchantment Solution Block Place Event is an event called when blocks are placed through the use of Enchantment Solution.

## Description

The ESBlockPlaceEvent is a class that adds the enchantment level information to a BlockPlaceEvent for use in Enchantment Solution.

## Code Information

### Constructor

ESBlockPlaceEvent(Block placedBlock, BlockState replacedBlockState, Block placedAgainst, ItemStack itemInHand, Player thePlayer, boolean canBuild, EquipmentSlot hand, EnchantmentLevel enchantment)

* // Block placedBlock - the block being placed
* // BlockState replacedBlockState - the replaced block's blockstate
* // Block placedAgainst - the block this block was placed against
* // ItemStack itemInHand - the item to be placed
* // boolean canBuild - whether the player can build in this spot
* // EquipmentSlot hand - which hand the item is being placed from
* // EnchantmentLevel enchantment - the enchantment and level of the enchantment modifying the block

### Methods

#### EnchantmentLevel getEnchantment()

Returns the enchantment and level modifying the block
FishingEvent

The Fishing Event is an event called when a player uses the fishing rod to pull up an item.

## Description

The FishingEvent is a class that adds one local variable: the fish material to keep track of what kind of fish was caught.

## Code Information

### Constructor

FishingEvent(Player who, EnchantmentLevel enchantment, Material fish)

* // Player who - the player who caught the fish
* // EnchantmentLevel enchantment - the enchantment and level modifying the fishing event
* // Material fish - the kind of fish being caught

### Methods

#### void setFish(Material fish)

Sets the fish's type to the specified value
StoneThrowEvent

The Stone Throw Event is an event called when an arrow shot with Stone Throw hits a flying entity.

## Description

The StoneThrowEvent is a simple class to keep track of increased damage done to flying mobs.

## Code Information

### Constructor

StoneThrowEvent(LivingEntity damaged, int level, LivingEntity damager, double damage, double newDamage)

* // LivingEntity damaged - the damaged entity
* // int level - the level of Stone Throw
* // LivingEntity damager - the attacker
* // double damage - the original damage of the event
* // double newDamage - the final damage
VoidWalkerBlockEvent

The Void Walker Block Event is an event called when the player turns air into obsidian with Void Walker.

## Description

The VoidWalkerBlockEvent is a simple class to place a block of obsidian to replace air.

## Code Information

### Constructor

VoidWalkerBlockEvent(Block placedBlock, BlockState replacedBlockState, Player thePlayer, int level)

* // Block placedBlock - the obsidian block to be placed
* // BlockState replacedBlockState - the block state of the obsidian
* // Player thePlayer - the player wearing Void Walker
* // int level - the level of Void Walker on the boots
Hollow Point

The Hollow Point enchantment is an enchantment added by Enchantment Solution for bows and crossbows.

## Hollow Point

### Description

Increases damage to armored mobs. Allows projectile damage against enderman and armored wither.

### Version Added

2.2.0

When damaging an armored mob, the damage of the projectile increases by 1.5x. Arrows will cause damage to the shielded Wither and Endermen.

## Events

* HollowPointDamageEvent
* HollowPointEvent

## Incompatibilities

Hollow Point and Detonator are mutually exclusive. When added to the same item, the enchantments will act as normal if explosions are delayed.
Iron Defense

The Iron Defense enchantment is an enchantment added by Enchantment Solution for shields.

## Iron Defense

### Description

Having the shield equipped will redirect damage to the shield.

### Version Added

2.0.0

While not blocking, the shield will take a percentage of the damage from the attack and damage the shield in its place. The percentage starts at 15% for level 1 and increases by 5% per level. Whatever damage it absorbs will be taken from the damage and added to the shield damage, rounded up to the nearest integer. For example, if Iron Defense saves 1.1 half-hearts of damage, it will do 2 points of damage to the shield.

## Incompatibilities

Iron Defense and Hard Bounce are mutually exclusive. When added to the same item, neither enchantments will work.
Uma

Uma the barmaid Half-Orc is an NPC that works in the Unending Tap

## Description

### Appearance

Uma is a tough-looking female Half-Orc with reddish skin. She wears a normal barmaid uniform mixed with normal comfortable clothes.

### Personality

Uma seems like a neutral person - she doesn't like people starting trouble but doesn't seem to be an overly basic lawful good person either. She seems to prefer to watch rather than do something herself not wanting to really draw attention to herself.

She is seen to want to lead people in their correct path as she had a conversation with Arlyl about what he really was. She has an overall badass feel to her.

## In-Campaign events

Uma appears in the first 5 sessions of the campaign where Hixan & Co stay in Nadity. They stay in the Unending Tap which is the tavern Uma works in. This meant that they met every day.

 Due to Uma working at the Unending Tap she witnessed and also worked on the beer-drinking contest that happened in session 2. This being where the name Hixan & Co name from.

## Trivia

* Uma was the person who's question lead to Hixan & Co's name being created.
DrownDamageEvent

The Drown Damage Event is an event called when an entity is taking drowning damage from Drowned.

## Description

The DrownDamageEvent adds no new fields from its parent, the ESDamageEntityEvent.

## Code Information

### Constructor

 DrownDamageEvent(LivingEntity damaged, int level, double damage, double newDamage)

* // LivingEntity damaged - the entity taking drowning damage
* // int level - the level of Drowned applied to the trident
* // double damage - the default damage for the event
* // double newDamage - the used damage for the event
Arrow

Arrow used to be the pet of Samson.

Arrow is Samson's Falcon.

## In-Campaign events

Arrow was first introduced as he flew into the Inn at Nadity, gaining a lot of attention from the people in the Inn and the Party.

Arrow sacrificed her soul, so it could be put into Lance as he was going to become Samson's true magical Animal Companion.

## Trivia

* Arrow is technically not dead, as her soul lives within Lance.
LassoDamageEvent

The Lasso Damage Event is an event called when a player hits an animal while an item with Irene's Lasso is in the main hand.

## Description

The LassoDamageEvent is a simple class to place an animal inside the lasso.

## Code Information

### Constructor

LassoDamageEvent(LivingEntity damaged, int level, Player damager)

* // LivingEntity damaged - the animal damaged by the damager
* // int level - the level of the lasso
* // Player damager - the attacker
Imperial Revolution

Imperial Revolution is the base advancement of the Imperial Revolution tab.

## Requirements

The advancement will unlock once the player has an Enchanting Table in their inventory or enchants an item using an already placed Enchanting Table.

## Related Advancements

### Children

* Hex Bag
* Not Very Effective...
* Headhunter
* Poseidon's Day Off
* Missed
* Look What You Made Me Do
* Blast Off
Life

The Life enchantment is an enchantment added by Enchantment Solution for chestplates.

## Life

### Description

Increases maximum health by 4 (half hearts) per level when worn.

### Version Added

1.0.0

While wearing, the player will receive an extra 2 hearts of health per level.

## Enchantability

 Level 50
 Level 50
 Level 30
 Level 30
 Level 30

## Incompatibilities

Life and Gung Ho are mutually exclusive. When added to the same item, Gung Ho will take priority.
Smite

The Smite enchantment is a vanilla enchantment for swords and axes.

### Description

Increases damage to "undead" mobs (skeletons, zombies, withers, wither skeletons, zombie pigmen, skeleton horses and zombie horses)Each level separately adds 2.5 (half heart) extra damage to each hit, to "undead" mobs only.

### Version Added

Vanilla

See Smite

## Incompatibilities

Smite, Sharpness, Quick Strike, and Bane of Arthropods are mutually exclusive. When added to the same item, the effects of each enchantment will stack.
ESEntityEvent

The Enchantment Solution Entity Event is an event called when an entity is modified by Enchantment Solution.

## Description

The ESEntityEvent is a class that adds the enchantment level information to an EntityEvent for use in Enchantment Solution.

## Code Information

### Constructor

ESEntityEvent(Entity who, EnchantmentLevel enchantment)

* // Entity who - the entity being modified
* // EnchantmentLevel enchantment - the enchantment and level info for the event

### Methods

#### EnchantmentLevel getEnchantment()

Returns the enchantment and level modifying the block
Free Pets

Free Pets is an advancement in the Agricultural Revolution tab. It is based on the advancement Irene's Lasso.

## Requirements

Grabbing every tameable animal and placing it into an Irene's Lasso carrot on a stick will unlock the advancement.

The required animals are listed below:

Wolf, Ocelot[< 1.14], Cat[1.14], Horse, Donkey, Mule, Parrot, Llama, Bee[1.15]

## Description

Grab every tameable animal in Irene's Lasso
BonusDropsEvent

The Bonus Drops Event is an event called with mcMMO Double Drops.

## Description

The BonusDropsEvent is a class that adds two local variables: the drops to keep track of the double drops, and a multiply int for how many times the player should receive the bonus drops (for triple drops, if used).

## Code Information

### Constructor

BonusDropsEvent(Player who, EnchantmentLevel enchantment, Collection<ItemStack> drops, int multiplyAmount)

* // Player who - the player getting the bonus drops
* // EnchantmentLevel enchantment - the enchantment and level of where the bonus drops are coming
* // Collection<ItemStack> drops - the drops
* // int multiplyAmount - the amount of times the player will receive the drops

### Methods

#### int getMultiplyAmount()

Gets how many times the player should receive the bonus drops

#### void setMultiplyAmount(int multiplyAmount)

Sets how many times the player should receive the bonus drops to the specified amount
ArmorEquipEvent

The Armor Equip Event is an event called when armor on a player is taken off, put on, or switched.

## Description

The ArmorEquipEvent is a class authored by Arnah in 2015 to help with finding when a player's armor changes. EnchantmentSolution modifies the class slightly, but it still uses the same foundation. It comes with an equip method, an item slot type, and two itemstacks that track the old armor piece and new armor piece.

The EquipMethod comes with a bunch of types:

* SHIFT\_CLICK
* DRAG
* PICK\_DROP
* HOTBAR
* HOTBAR\_SWAP
* DISPENSER
* BROKE
* DEATH
* JOIN

These help keep track of the different ways players can equip armor.

## Code Information

### Constructor

ArmorEquipEvent(final Player player, final EquipMethod equipType, final ItemSlotType type, final ItemStack oldArmorPiece, final ItemStack newArmorPiece)

* // Player player - the player equipping/unequipping the armor
* // EquipMethod equipType - the method the armor was equipped
* // ItemSlotType type - the slot to which the item is being equipped (MAIN\_HAND, OFF\_HAND, HELMET, CHESTPLATE, LEGGINGS, BOOTS)
* // ItemStack oldArmorPiece - the armor being unequipped
* // ItemStack newArmorPiece - the armor being equipped

### Methods

#### ItemStack getOldArmorPiece()

Gets the old armor piece (the armor being unequipped)

#### ItemStack getNewArmorPiece()

Gets the new armor piece (the armor being equipped)

#### EquipMethod getEquipMethod()

Gets the EquipMethod used to equip and/or unequip items.
Magic Guard

The Magic Guard enchantment is an enchantment added by Enchantment Solution for shields.

## Magic Guard

### Version Added

2.0.0

While a shield enchanted with this enchantment is in the offhand, the player will be immune to all negative status effects, such as poison, mining fatigue, and nausea. Positive status effects can still be placed on the player.

Eating food, drinking potions, being hit by splash or lingering potions, and commands adding potion effects will not effect this player if the potion effect is negative.
HardBounceEvent

The Hard Bounce Event is an event called when a projectile is deflected using Hard Bounce.

## Description

The HardBounceEvent is a simple class for changing the speed of the projectile. No fields are added to this class, and thus it also has no methods.

## Code Information

### Constructor

HardBounceEvent(Player who, int level, double speed)

* // Player who - the player deflecting the arrow
* // int level - the level of HardBounce on the item
* // double speed - the speed modification for the item
Void Walker

The Void Walker enchantment is an enchantment added by Enchantment Solution for boots.

## Void Walker

### Description

Allows players to walk on air, turning it into obsidian.

### Version Added

2.0.0

Void Walker turns all air blocks on the same level into obsidian. Jumping up sets a level of obsidian below you again, so you can successfully go up with Void Walker. There is no way to go down as of 2.2.0.

Obsidian blocks will slowly and randomly disappear after time.

## Enchantability

 Level 50
 Level 30
 Level 30

## Advancements

* Determined Cheater
* Made For Walking

## Events

* VoidWalkerBlockEvent
* VoidWalkerDamageBlockEvent

## Incompatibilities

Depth Strider, Frost Walker, Magma Walker, and Void Walker are all mutually exclusive. When added to the same item, all enchantments will act as normal.
ESDamageEntityEvent

The Enchantment Solution Damage Entity Event is an event called when an entity gets damaged through Enchantment Solution enchantments, or from normal EntityDamageEvents that will have their damage changed.

## Description

The ESDamageEntityEvent is a class that adds two local variables: a damage double and a newDamage double, to keep track of the original damage and the new damage.

## Code Information

### Constructor

ESDamageEntityEvent(LivingEntity damaged, EnchantmentLevel enchantment, double damage, double newDamage)

* // LivingEntity damaged - the damaged entity
* // EnchantmentLevel enchantment - the enchantment and level of the enchantment that damaged the entity
* // double damage - the original damage being done to the mob at the time
* // double newDamage - the final damage that should be set to the original event

### Methods

#### void setNewDamage(double newDamage)

Sets the final damage of the event to the new damage
ESBlockBreakEvent

The Enchantment Solution Block Break Event is an event called when blocks get "broken" (or set to Material.AIR) through the use of the plugin.

## Description

The ESBlockBreakEvent is a class that adds one local variable: a player variable for which player broke the block.

## Code Information

### Constructor

ESBlockBreakEvent(Block block, Player player, EnchantmentLevel enchantment)

* // Block block - the broken block
* // Player player - the player who broke the block
* // EnchantmentLevel enchantment - the enchantment and level of how the block was broken
Silk Touch

The Silk Touch enchantment is a vanilla enchantment for tools.

### Description

Mined blocks drop themselves instead of the usual items.Allows collection of blocks that are normally unobtainable.

### Version Added

Vanilla

See Silk Touch

## Incompatibilities

Fortune and Silk Touch are mutually exclusive. When added to the same item, Silk Touch will take priority in situations where items have both Silk Touch and Fortune drops.

Smeltery and Silk Touch are mutually exclusive. When added to the same item, Smeltery will take priority over Silk Touch in situations where items have both Smeltery and Silk Touch drops.
WarpPlayerEvent

The Warp Player Event is an event called when a Player is teleported with Warp. To see entities teleported with Warp, see WarpEntityEvent.

## Description

The WarpPlayerEvent is a class that adds two local variables: a list of valid other locations the Warp function has found close by, and the EnchantmentLevel information (since it directly extends the PlayerTeleportEvent).

## Code Information

### Constructor

WarpPlayerEvent(Player player, Location from, Location to, List<Location> otherLocations, int level)

* // Player player - the player being teleported
* // Location from - the location the player is currently
* // Location to - the location where the player will teleport
* // List<Location> otherLocations - the other valid locations found with Warp
* // int level - the level of Warp on the player's leggings

### Methods

#### List<Location> getOtherLocations()

Returns the list of other valid locations near the entity to teleport to

#### EnchantmentLevel getEnchantment()

Returns the enchantment and level information being used by this event
ESPlayerToggleFlightEvent

The Enchantment Solution Player Toggle Flight Event is an event called when a player toggles flying.

## Description

The ESPlayerToggleFlightEvent is a class that adds one local variable: an enchantment variable to keep track of the custom enchantment and level information.

## Code Information

### Constructor

ESPlayerToggleFlightEvent(Player who, boolean toggle, EnchantmentLevel enchantment)

* // Player who - the player involved in the event
* // boolean toggle - whether flight is going on or off
* // EnchantmentLevel enchantment - the enchantment and level information

### Methods

#### EnchantmentLevel getEnchantment()

Returns the enchantment and level modifying the player/player event
GoldDiggerEvent

The Gold Digger Event is an event called when breaking a crop block with Gold Digger.

## Description

The GoldDiggerEvent is a class that adds two fields: the gold nugget drops that will drop and the integer experience.

## Code Information

### Constructor

GoldDiggerEvent(Player player, int level, Block block, ItemStack goldItem, int expToDrop)

* // Player player - the player doing the event
* // int level - the level of Gold Digger used to break the block
* // Block block - the block broken
* // ItemStack goldItem - the gold nuggets that will drop from the event
* // int expToDrop - the amount of experience that will drop from the event

### Methods

#### setGoldItem(ItemStack goldItem)

Sets the dropped items to the specified value
Cruising Altitude

Cruising Altitude is an advancement for the Mechanical Revolution tab. It is based on the Frequent Flyer enchantment.

## Requirements

Getting above y 12000 while flying with a Frequent Flyer elytra will unlock the advancement. Teleporting to this height while flying with Frequent Flyer will still unlock the advancement.
Industrial Revolution

Industrial Revolution is the base advancement for the Industrial Revolution tab.

## Requirements

The advancement will unlock once the player has an Enchanting Table in their inventory or enchants an item using an already placed Enchanting Table.

## Description

Simplifying your life, one environmentally-destructive way at a time.

## Related Advancements

### Children

* Easy Out
* Flame Keeper
* Iron't You Glad?
* Hey It Works!
MagicGuardPotionEvent

The Magic Guard Potion Event is an event called when a potion effect on a player should be removed by Magic Guard..

## Description

The MagicGuardPotionEvent is a simple class that keeps track of the potion effect that is to be removed.

## Code Information

### Constructor

MagicGuardPotionEvent(Player who, PotionEffectType type)

* // Player who - the player whose potion effect should be removed
* // PotionEffectType type - the potion effect to be removed
Gold Digger

The Gold Digger enchantment is an enchantment added by Enchantment Solution for hoes.

## Gold Digger

### Description

Earn experience and gold nuggets for breaking crops.

### Version Added

2.0.0

Breaking any completed crop with Gold Digger will drop experience and gold nuggets. For wheat, carrots, potatoes, and beetroots, the amount of experience dropped will be 2 times the level; for nether wart, the experience dropped will be 3 times the level.

Between 0 and level gold nuggets will be dropped on every break.

## Incompatibilities

Flower GIft, Gold Digger, and Soul Reaper are mutually exclusive. If added to the same item, all enchantments will work normally.
SoulboundEvent

The Soulbound Event is an event called when a player dies with any Soulbound items in their inventory.

## Description

The SoulboundEvent is a class that adds one local variable: a list of saved item stacks of all the saved items with Soulbound.

## Code Information

### Constructor

SoulboundEvent(Player who, List<ItemStack> savedItems)

* // Player who - the dying player
* // List<ItemStack> savedItems - the items that should be saved after death

### Methods

#### List<ItemStack> getSavedItems()

Gets the items with Soulbound in a player's inventory
Woody

Short info block about your character

## Description

Woody is a, supposedly magical, sentient wooden plank who resides on the Lightstorm ship. After being given magical clown-themed glasses Woody seemed to gain higher intellect and a deeper and more philosophical view on life.

### Appearance

Woody looks like a plank with a drawn on face. He also wears clown glasses which have a big red nose.

### Personality

Woody, after receiving the clown glasses, became a deep thinker and overall a more serious person. He still seems to be good and nice.

## In-Campaign events

Woody was first met on the Lighstorm pirate ship as a member of the pirate crew, although it didn't seem like he had a job there.
ItemDamageEvent

The Item Damage Event is an event called when an item should be damaged less or more than usual because of an enchantment.

## Description

The ItemDamageEvent is a class that adds three local variables: the old damage that should've been done to the item, the new damage that should apply to the item, and the item itself.

## Code Information

### Constructor

ItemDamageEvent(Player who, EnchantmentLevel enchantment, ItemStack item, int oldDamage, int newDamage)

* // Player who - the player holding the item being damaged
* // EnchantmentLevel enchantment - the enchantment and level modifying the damage
* // ItemStack item - the item being damaged
* // int oldDamage - the original damage to the item
* // int newDamage - the final damage to the item

### Methods

#### void setNewDamage(int newDamage)

Sets the new damage of the item to the specified value
Panzer Soldier

Panzer Soldier is an advancement in the Mechanical Revolution tab. It is based on the enchantment Tank.

## Requirements

Wearing the highest level of Tank on all pieces of armor will unlock the advancement. The default max level is 3. Levels above the max level will count towards completion of the advancement.

## Description

Wear 4 pieces of armor with the highest level of Tank

## Related Advancements

### Children

* Armored Evolution
* Graphene Armor
SplatterFestEvent

The Splatter Fest Event is an event called when a player left clicks the air with a Splatter Fest hoe.

## Description

The SplatterFestEvent is a class that adds two local variables: takeEgg, which is whether the event will take an egg from the player, and hasEgg, which returns whether the player has at least one egg. If takeEgg is true and hasEgg is false, the event will be cancelled.

## Code Information

### Constructor

SplatterFestEvent(Player who, ItemStack item, boolean takeEgg, boolean hasEgg)

* // Player who - the player throwing the egg
* // ItemStack item - the item with Splatter Fest
* // boolean takeEgg - whether the player should lose an egg through the event
* // boolean hasEgg - whether the player has an egg

### Methods

#### boolean takeEgg()

Whether the event should take an egg from the player

#### void setTakeEgg(boolean takeEgg)

Sets whether the event should take an egg to the specified value

#### boolean hasEgg()

Whether the player has an egg currently in their inventory
That Food is... Fine?

That Food is... Fine? is an advancement in the Agricultural Revolution tab. It is based on the enchantment Magic Guard.

## Requirements

Eating raw chicken, rotten flesh, a spider eye, etc. while gaining and clearing the negative status effect will unlock the advancement.

## Description

Eat a piece of food with a negative potion effect and remove it with Magic Guard
Session 7

WIP

getting quotes down

"Something you quickly learn is there's no such thing as good and bad in this world. There's bad and there's worse."

- *Gorum, to Ashborn*

"Stubs right now is a candle, and we are the branches he needs to grow into a great flame."

- *Ashborn, about Stulbarian*

"I'm tired, Ash. I'm tired of seeing good people die and get hurt because they want to do good. I don't want the same fate as that. If that makes me a bad person, so be it."

- Gorum
Projectile Protection

The Projectile Protection enchantment is a vanilla enchantment for armor.

See Projectile Protection

## Incompatibilities

Blast Protection, Fire Protection, Projectile Protection, and Protection are all mutually exclusive. If given to one item through commands, the effects will stack.

Setting protection\_conflicts to false in config.yml will remove the incompatibilities.
Stainless Steel

Stainless Steel is an advancement in the Industrial Revolution tab. It is based on the enchantment Curse of Stagnancy.

## Requirements

Placing an Iron Pickaxe in your mainhand slot with the highest level of Unbreaking (default: 3, Level 50: 5) and with Curse of Stagnancy will unlock the advancement.

## Description

Hold an Iron Pickaxe with the highest level of Unbreaking and Curse of Stagnancy
DetonatorExplosionEvent

The Detonator Explosion Event is an event called when a projectile shot with Detonator hits a block or entity other than a Creeper and blows up.

## Description

The DetonatorExplosionEvent is a class that adds five local variables: the location of the explosion, the size of the explosion, whether the explosion will set fires around it, whether the explosion will break blocks around it, and whether the explosion will be delayed a tick.

## Code Information

### Constructor

DetonatorExplosionEvent(LivingEntity entity, int level, Location loc, float size, boolean setFire, boolean setBlocks, boolean delayExplosion)

* // LivingEntity entity - the entity who shot the arrow
* // int level - the level of Detonator used
* // Location loc - the location of the explosion
* // float size - the size of the explosion
* // boolean setFire - whether the explosion will set fires
* // boolean setBlocks - whether the explosion will break blocks
* // boolean delayExplosion - whether the explosion will be delayed by a tick

### Methods

#### void setSize(float size)

Sets the size of the explosion to the specified value

#### boolean willSetFire()

Whether the explosion will set fires around the explosion

#### void setFire(boolean setFire)

Sets whether the explosion will set fires to the specified value

#### void setBlocks(boolean setBlocks)

Sets whether the explosion will break blocks to the specified value

#### boolean willDelayExplosion()

Whether the explosion will be delayed by a tick. This will cause arrows hitting entities to do normal damage before the explosion occurs

#### void setDelayExplosion(boolean delayExplosion)

Sets whether the explosion will be delayed to the specified value
ESPlayerEvent

The Enchantment Solution Player Event is an event called when a player is involved in a basic event..

## Description

The ESPlayerEvent is a class that adds two local variables: a player variable for the player and an enchantment variable to keep track of the custom enchantment and level information.

## Code Information

### Constructor

ESPlayerEvent(Player who, EnchantmentLevel enchantment)

* // Player who - the player involved in the event
* // EnchantmentLevel enchantment - the enchantment and level information

### Methods

#### EnchantmentLevel getEnchantment()

Returns the enchantment and level modifying the player/player event
Iron Man

Iron Defense is an advancement for the Mechanical Revolution tab. It is based on the enchantment Iron Defense.

## Requirements

If a damage event would kill the player, and the player survives the event because of the damage redirection from Iron Defense, the advancement will unlock.

## Description

Live through a death blow because of Iron Defense
Cerberus?

Cerberus? is an advancement in the Imperial Revolution tab. It is based on the enchantment Transmutation.

## Requirements

Killing a Wither boss mob with a Transmutation trident will unlock the advancement.

## Description

Increase your reward while using a Transmutation trident

## Rewards

* 1000 experience upon completion. One-time.
* Nether Star (original Wither loot) and 64 drops of Transmutation Loot on completing. Repeatable.
OverkillEvent

The Overkill Event is an event called when a player left clicks the air with an Overkill bow.

## Description

The OverkillEvent is a class that adds three local variables: whether the event will take an arrow, whether the player of the event has an arrow, and the speed multiplier of the arrow launched from the event.

## Code Information

### Constructor

OverkillEvent(Player who, ItemStack item, boolean takeArrow, boolean hasArrow, double speed)

* // Player who - the player shooting the arrow
* // ItemStack item - the item with Overkill
* // boolean takeArrow - whether the event should take an arrow
* // boolean hasArrow - whether the pplayer has an arrow
* // double speed - the speed of the arrow on launch

### Methods

#### boolean takeArrow()

Whether the event will take an arrow from the player

#### void setTakeArrow(boolean takeArrow)

Sets whether the event will take an arrow to the specified value

#### double getSpeed()

Gets the speed multiplier of the launched arrow

#### void setSpeed(double speed)

Sets the speed of the launched arrow to the specified value