Well, you would use the event you’re using, and then check if getItemStack has an EquipmentProperty for EquipmentTypes.BOOTS.
Other items of note:
The point of the event filter (@First Player player) is that it is an argument to the method. You don’t assign to it, you just use it.
On that note, the last is usually the opposite of what you want, which would be the first.
The player may or may not be the cause, but he will always be the result of getTargetEntity.
Rather than doing the Keys.ITEM_LORE lookup twice, you could just store the Optional and use it both times, and save some time and memory.
You could also just as easily check Keys.IS_FLYING instead of the thing with FlyingData.
A foreach loop is usually faster than a for loop, especially given that a get call may take varying amounts of processing depending on what implementation of List is used.
Hmmm… I’m still having trouble getting the event to even fire… I feel like im missing something really obvious and im sorry if i am… Here are my classes that im using
So what you’re saying is that it doesn’t send you the message FIRED EVENT?
Also, I cannot help but notice that only one of my recommendations was followed. The most important one I would say is the one I started out with, especially given that it’s unlikely that the code will work without it.