Protected constructorReadonly beforeThis event fires before a chat message is broadcast or delivered. The event can be canceled, and the message can also be updated.
Readonly 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.
Readonly beforeThis event is fired before an explosion occurs.
Readonly 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.
Readonly beforeThis event fires before an item is used by an entity or player.
Readonly beforeThis event fires before an item is used on a block by an entity or player.
Readonly beforeFires before a piston is activated.
Readonly blockThis event fires for a block that is broken by a player.
Readonly blockThis event fires for each BlockLocation destroyed by an explosion. It is fired after the blocks have already been destroyed.
Readonly blockThis event fires for a block that is placed by a player.
Readonly buttonThis event fires when a button is pushed.
Readonly chatThis event is triggered after a chat message has been broadcast or sent to players.
Readonly dataThis event is fired when an entity event has been triggered that will update the component definition state of an entity.
Readonly effectThis event fires when an effect, like poisoning, is added to an entity.
Readonly entityThis event fires when an entity hits (makes a melee attack) and potentially impacts another entity or block.
Readonly entityThis event fires when an entity is hurt (takes damage).
Readonly entityThis event fires when an entity is spawned.
Readonly explosionThis event is fired after an explosion occurs.
Readonly itemThis event fires when a chargeable item completes charging.
Readonly 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.
Readonly itemThis event fires when a chargeable item is released from charging.
Readonly itemThis event fires when a chargeable item starts charging.
Readonly itemThis event fires when any particular item is starting to be used by an entity or player.
Readonly itemThis event fires when a chargeable item stops charging.
Readonly itemThis event fires when any particular item is ending being used by an entity or player.
Readonly itemThis event fires when any particular item is used by an entity or player.
Readonly itemThis event fires when any particular item is used on a block by an entity or player.
Readonly leverThis event fires when a lever activates or is deactivated.
Readonly messageThis event is an internal implementation detail, and is otherwise not currently functional.
Readonly pistonThis event fires when a piston expands or retracts.
Readonly 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.
Readonly playerThis event fires when a player leaves a world.
Readonly 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.
This event fires when a projectile hits an entity or block.
Readonly tickThis event fires every tick - which is 20 times per second.
Readonly weatherThis event will be triggered when the weather changes within Minecraft.
Readonly 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.