A class that provides system-level events and functions.

Hierarchy

  • System

Constructors

Properties

afterEvents: SystemAfterEvents

Remarks

Returns a collection of after-events for system-level operations.

Example

greet.js

// Script by WavePlayz

import { system, world, Player } from "@minecraft/server";

// Subscribe to the scriptEventReceive event, which is triggered when a custom script event is received
system.afterEvents.scriptEventReceive.subscribe((event) => {
const { message, sourceEntity } = event;

// Check if the source entity is a player
if (sourceEntity instanceof Player) {
// If the received message is "hi"
if (message === "hi") {
// Get the player's name
let playerName = sourceEntity.name;

// Send a greeting message back to the player
sourceEntity.sendMessage(`hello ${playerName}`);
}
}
});

/*
Usage:
Run the following command in Minecraft to trigger this script event:

/scriptevent foo:bar hi

This will cause the script to detect the event and respond with a message
"hello [playerName]", where [playerName] is the name of the player who ran the command.
*/

beforeEvents: SystemBeforeEvents

Remarks

Returns a collection of before-events for system-level operations.

currentTick: number

Remarks

Represents the current world tick of the server.

Example

displayTick.js

// Script by WavePlayz

import { system, world } from "@minecraft/server";

// A function that will be executed periodically
function looper() {
// Send a message to all players in the world with the current game tick count
world.sendMessage(`Current tick: ${system.currentTick}`);
}

// Define constants for time intervals in ticks
const TICKS_IN_SEC = 20; // 20 ticks per second (Minecraft runs at 20 ticks per second)
const TICKS_IN_20_SECS = TICKS_IN_SEC * 20; // 20 seconds in ticks (20 ticks/second * 20 seconds = 400 ticks)

// Set up the looper function to run every 20 seconds in the game
system.runInterval(looper, TICKS_IN_20_SECS);

/*
Usage:
This script sends a message to all players in the game every 20 seconds,
displaying the current tick count in the Minecraft world.

The message will appear as:
"Current tick: [currentTick]"
where [currentTick] is the current game tick at the time the message is sent.
*/

serverSystemInfo: SystemInfo

Remarks

Contains the device information for the server.

Throws

This property can throw when used.

Error

Methods

  • Parameters

    Returns void

    Remarks

    Cancels the execution of a job queued via System.runJob.

    This function can be called in early-execution mode.

    Example

    stopPlayerSneakAlert.js

    // Script by WavePlayz

    import { system, world } from "@minecraft/server";

    // Variable to hold the job reference for later management
    let job;

    // A generator function to continuously monitor if any players are sneaking
    function* generatorFunction() {
    // Infinite loop to create a long-running task
    while (true) {
    // Retrieve the list of all players currently in the world
    let worldPlayers = world.getAllPlayers();

    // If no players are found, stop the job and exit the function
    if (worldPlayers.length === 0) {
    system.clearJob(job); // Clear the running job
    return; // Exit the generator function
    }

    // Iterate over each player in the world
    for (let worldPlayer of worldPlayers) {
    // Check if the player is sneaking
    if (worldPlayer.isSneaking) {
    // Display an alert message on the player's action bar
    worldPlayer.onScreenDisplay.setActionBar(
    "[Alert] You are now sneaking"
    );
    }

    // Pause the generator function until the next game tick
    yield;
    }
    }
    }

    // Create an instance of the generator function
    const generator = generatorFunction();

    // Start the generator function as a periodic job in the game system
    job = system.runJob(generator);

  • Parameters

    • runId: number

    Returns void

    Remarks

    Cancels the execution of a function run that was previously scheduled via System.run.

    This function can be called in early-execution mode.

    Example

    clearRun.js

    import { system } from "@minecraft/server";

    const runId = system.run(() => {
    console.log("Running callback function...");
    });

    // Clear the run, so it will not run again.
    system.clearRun(runId);

    Example

    stopPlayerSneakAlert.js

    // by WavePlayz

    import { system, world } from "@minecraft/server";

    let interval;

    // A function to check if any player in the world is sneaking
    function looper() {
    // Retrieve all players currently in the world
    let worldPlayers = world.getAllPlayers();

    // If no players are found, stop the job and exit the function
    if (worldPlayers.length === 0) {
    system.clearRun(interval); // Clear the running job
    return; // Exit the generator function
    }

    // Iterate over each player in the world
    for (let worldPlayer of worldPlayers) {
    // If the player is sneaking, display an alert on their action bar
    if (worldPlayer.isSneaking) {
    worldPlayer.onScreenDisplay.setActionBar(
    "[Alert] You are now sneaking"
    );
    }
    }
    }

    // Run the generator function as a periodic job in the game system
    interval = system.runInterval(looper);

  • Parameters

    • callback: (() => void)

      Function callback to run at the next game tick.

        • (): void
        • Returns void

    Returns number

    An opaque identifier that can be used with the clearRun function to cancel the execution of this run.

    Remarks

    Runs a specified function at the next available future time. This is frequently used to implement delayed behaviors and game loops. When run within the context of an event handler, this will generally run the code at the end of the same tick where the event occurred. When run in other code (a system.run callout), this will run the function in the next tick. Note, however, that depending on load on the system, running in the same or next tick is not guaranteed.

    This function can be called in early-execution mode.

    Example

    trapTick.ts

    import { system, world } from '@minecraft/server';

    function printEveryMinute() {
    try {
    // Minecraft runs at 20 ticks per second.
    if (system.currentTick % 1200 === 0) {
    world.sendMessage('Another minute passes...');
    }
    } catch (e) {
    console.warn('Error: ' + e);
    }

    system.run(printEveryMinute);
    }

    printEveryMinute();

    Example

    run.js

    import { system } from "@minecraft/server";

    const runId = system.run(() => {
    console.log("Running callback function...");
    });

  • Parameters

    • callback: (() => void)

      Functional code that will run when this interval occurs.

        • (): void
        • Returns void

    • Optional tickInterval: number

      An interval of every N ticks that the callback will be called upon.

      Optional

    Returns number

    An opaque handle that can be used with the clearRun method to stop the run of this function on an interval.

    Remarks

    Runs a set of code on an interval.

    This function can be called in early-execution mode.

    Example

    every30Seconds.ts

    import { system, world } from '@minecraft/server';

    const intervalRunIdentifier = Math.floor(Math.random() * 10000);

    system.runInterval(() => {
    world.sendMessage('This is an interval run ' + intervalRunIdentifier + ' sending a message every 30 seconds.');
    }, 600);

    Example

    playerSneakAlert.js

    // by WavePlayz

    import { system, world } from "@minecraft/server";

    // A function to check if any player in the world is sneaking
    function looper() {
    // Retrieve all players currently in the world
    let worldPlayers = world.getAllPlayers();

    // Iterate over each player in the world
    for (let worldPlayer of worldPlayers) {
    // If the player is sneaking, display an alert on their action bar
    if (worldPlayer.isSneaking) {
    worldPlayer.onScreenDisplay.setActionBar(
    "[Alert] You are now sneaking"
    );
    }
    }
    }

    // Attach the looper function as interval in the game system
    system.runInterval(looper);

  • Parameters

    • generator: Generator<void, void, void>

      The instance of the generator to run.

    Returns number

    An opaque handle that can be used with System.clearJob to stop the run of this generator.

    Remarks

    Queues a generator to run until completion. The generator will be given a time slice each tick, and will be run until it yields or completes.

    This function can be called in early-execution mode.

    Example

    cubeGenerator.ts

    import { BlockPermutation, DimensionLocation, world, ButtonPushAfterEvent, system } from '@minecraft/server';

    // A simple generator that places blocks in a cube at a specific location
    // with a specific size, yielding after every block place.
    function* blockPlacingGenerator(blockPerm: BlockPermutation, startingLocation: DimensionLocation, size: number) {
    for (let x = startingLocation.x; x < startingLocation.x + size; x++) {
    for (let y = startingLocation.y; y < startingLocation.y + size; y++) {
    for (let z = startingLocation.z; z < startingLocation.z + size; z++) {
    const block = startingLocation.dimension.getBlock({ x: x, y: y, z: z });
    if (block) {
    block.setPermutation(blockPerm);
    }
    yield;
    }
    }
    }
    }

    // When a button is pushed, we will place a 15x15x15 cube of cobblestone 10 blocks above it
    world.afterEvents.buttonPush.subscribe((buttonPushEvent: ButtonPushAfterEvent) => {
    const cubePos = buttonPushEvent.block.location;
    cubePos.y += 10;

    const blockPerm = BlockPermutation.resolve('minecraft:cobblestone');

    system.runJob(blockPlacingGenerator(blockPerm, { dimension: buttonPushEvent.dimension, ...cubePos }, 15));
    });

    Example

    playerSneakAlert.js

    // by WavePlayz

    import { system, world } from "@minecraft/server";

    // A generator function to check if any player in the world is sneaking
    function* generatorFunction() {
    // Long running task
    while (true) {
    // Retrieve all players currently in the world
    let worldPlayers = world.getAllPlayers();

    // Iterate over each player in the world
    for (let worldPlayer of worldPlayers) {
    // If the player is sneaking, display an alert on their action bar
    if (worldPlayer.isSneaking) {
    worldPlayer.onScreenDisplay.setActionBar(
    "[Alert] You are now sneaking"
    );
    }

    // Pause the generator function until the next game tick
    yield;
    }
    }
    }

    // Create an instance of the generator function
    const generator = generatorFunction();

    // Run the generator function as a periodic job in the game system
    system.runJob(generator);

  • Parameters

    • callback: (() => void)

      Functional code that will run when this timeout occurs.

        • (): void
        • Returns void

    • Optional tickDelay: number

      Amount of time, in ticks, before the interval will be called.

      Optional

    Returns number

    An opaque handle that can be used with the clearRun method to stop the run of this function on an interval.

    Remarks

    Runs a set of code at a future time specified by tickDelay.

    This function can be called in early-execution mode.

    Example

    runTimeout.js

    import { TicksPerSecond, system } from "@minecraft/server";

    system.runTimeout(() => {
    console.log("Running callback function after delay...");
    }, TicksPerSecond * 5); // Tick delay of 5 seconds

  • Parameters

    • ticks: number

    Returns Promise<void>

    Remarks

    This function can be called in early-execution mode.

    Throws

    This function can throw errors.

    minecraftcommon.EngineError

    Example

    heal.js

    // Script by WavePlayz

    import { system, world } from "@minecraft/server";

    // Subscribe to the entityHurt event, which triggers whenever an entity takes damage
    world.afterEvents.entityHurt.subscribe(async (eventData) => {
    // Extract the hurt entity and damage amount from the event data
    const { hurtEntity, damage } = eventData;

    // Wait for a number of game ticks equal to the damage value before proceeding
    await system.waitTick(damage);

    // Attempt to get the health component of the hurt entity
    const health = hurtEntity.getComponent("health");

    // If the entity has a health component, reset its health to the maximum value
    if (health != null) {
    health.resetToMaxValue(); // Reset the entity's health to full

    // Send a message to the entity (if it supports receiving messages)
    hurtEntity.sendMessage?.("Health reset");
    }
    });