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beforeThis event fires before a chat message is broadcast or delivered. The event can be canceled, and the message can also be updated.
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beforeThis event is fired before the triggering of an entity event that updates the component definition state of an entity. Within this event, you can cancel or shape the impacted components and event triggers.
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beforeThis event is fired before an explosion occurs.
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beforeFor custom items, this event is triggered before the set of defined components for the item change in response to a triggered event. Note that this event is only fired for custom data-driven items.
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beforeThis event fires before an item is used by an entity or player.
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beforeThis event fires before an item is used on a block by an entity or player.
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beforeFires before a piston is activated.
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blockThis event fires for a block that is broken by a player.
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blockThis event fires for each BlockLocation destroyed by an explosion. It is fired after the blocks have already been destroyed.
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blockThis event fires for a block that is placed by a player.
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buttonThis event fires when a button is pushed.
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chatThis event is triggered after a chat message has been broadcast or sent to players.
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dataThis event is fired when an entity event has been triggered that will update the component definition state of an entity.
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effectThis event fires when an effect, like poisoning, is added to an entity.
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entityThis event fires when an entity hits (makes a melee attack) and potentially impacts another entity or block.
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entityThis event fires when an entity is hurt (takes damage).
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entityThis event fires when an entity is spawned.
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explosionThis event is fired after an explosion occurs.
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itemThis event fires when a chargeable item completes charging.
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itemFor custom items, this event is triggered when the fundamental set of defined components for the item change. Note that this event is only fired for custom data-driven items.
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itemThis event fires when a chargeable item is released from charging.
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itemThis event fires when a chargeable item starts charging.
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itemThis event fires when any particular item is starting to be used by an entity or player.
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itemThis event fires when a chargeable item stops charging.
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itemThis event fires when any particular item is ending being used by an entity or player.
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itemThis event fires when any particular item is used by an entity or player.
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itemThis event fires when any particular item is used on a block by an entity or player.
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leverThis event fires when a lever activates or is deactivated.
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messageThis event is an internal implementation detail, and is otherwise not currently functional.
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pistonThis event fires when a piston expands or retracts.
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playerThis event fires when a player joins a world. See also playerSpawn for another related event you can trap for when a player is spawned the first time within a world.
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playerThis event fires when a player leaves a world.
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playerThis event fires when a player spawns or respawns. Note that an additional flag within this event will tell you whether the player is spawning right after join vs. a respawn.
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projectileThis event fires when a projectile hits an entity or block.
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weatherThis event will be triggered when the weather changes within Minecraft.
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worldThis event fires when the script environment is initialized on a World. In addition, you can register dynamic properties within the scope of a world Initialize event.
Contains a set of events that are available across the scope of the World.