Private
constructorReadonly
Beta
chatThis event is triggered after a chat message has been broadcast or sent to players.
import { WeatherType, system, world } from "@minecraft/server";
world.beforeEvents.chatSend.subscribe((event) => {
const { message, sender } = event;
const { dimension } = sender;
if (message === "!weather clear") {
event.cancel = true;
system.run(() => {
dimension.setWeather(WeatherType.Clear);
});
}
});
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effectThis event is triggered after an event has been added to an entity.
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entityFires before an entity is removed from the world (for example, unloaded or removed after being killed.)
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explosionThis event is fired after an explosion occurs.
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itemThis event fires when an item is successfully used by a player.
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itemThis event fires when an item is used on a block by a player.
import { world, Player, BlockPermutation } from "@minecraft/server";
// Subscribe to the itemUseOn event before it happens
world.beforeEvents.itemUseOn.subscribe((event) => {
const { source, block, itemStack } = event;
if (!(source instanceof Player)) return;
source.sendMessage("You used " + itemStack.typeId + " on " + block.typeId);
// If the item is a diamond, set the block to be a diamond block
if (itemStack.typeId === "minecraft:diamond") {
block.setPermutation(
BlockPermutation.resolve("minecraft:diamond_block")
);
}
});
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playerThis event fires before a block is broken by a player.
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playerReadonly
playerFires before a player interacts with a block.
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playerFires before a player interacts with an entity.
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playerFires when a player leaves the game.
import { world } from "@minecraft/server";
world.beforeEvents.playerLeave.subscribe(({ player }) => {
world.sendMessage(
`[${new Date().toISOString()}]` + player.name + "left the server"
);
});
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Beta
playerThis event fires before a block is placed by a player.
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weatherReadonly
worldThis event fires immediately when the script environment is initialized on a World. Not all script functionality may be available. For guaranteed access to world state, use the world initialize after event.
A set of events that fire before an actual action occurs. In most cases, you can potentially cancel or modify the impending event. Note that in before events any APIs that modify gameplay state will not function and will throw an error. (e.g., dimension.spawnEntity)