Class EventsBeta

Contains a set of events that are available across the scope of the World.

Hierarchy

  • Events

Constructors

  • Returns Events

Properties

beforeDataDrivenEntityTriggerEvent: BeforeDataDrivenEntityTriggerEventSignal_deprecated

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This 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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This event is fired before an explosion occurs.

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For 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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This event fires before an item is used by a player.

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This event fires before an item is used on a block by an entity or player.

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Fires before a piston is activated.

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This event fires for a block that is broken by a player.

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This event fires for each BlockLocation destroyed by an explosion. It is fired after the blocks have already been destroyed.

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This event fires for a block that is placed by a player.

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This event fires when a button is pushed.

dataDrivenEntityTriggerEvent: DataDrivenEntityTriggerEventSignal_deprecated

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This event is fired when an entity event has been triggered that will update the component definition state of an entity.

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This event fires when an effect, like poisoning, is added to an entity.

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This event fires when an entity dies.

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This event fires when an entity hits (makes a melee attack) and potentially impacts another entity or block.

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This event fires when an entity is hurt (takes damage).

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This event fires when an entity is spawned.

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This event is fired after an explosion occurs.

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This event fires when a chargeable item completes charging.

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For 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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This event fires when a chargeable item is released from charging.

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This event fires when a chargeable item starts charging.

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This event fires when a player successfully uses an item or places a block by pressing the Use Item / Place Block button. If multiple blocks are placed, this event will only occur once at the beginning of the block placement. Note: This event cannot be used with Hoe or Axe items.

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This event fires when a chargeable item stops charging.

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This event fires when a player releases the Use Item / Place Block button after successfully using an item. Note: This event cannot be used with Hoe or Axe items.

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This event fires when an item is successfully used by a player.

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This event fires when an item is used on a block by a player.

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This event fires when a lever activates or is deactivated.

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This event is an internal implementation detail, and is otherwise not currently functional.

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This event fires when a piston expands or retracts.

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This 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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This event fires when a player leaves a world.

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This 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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This event fires when a projectile hits an entity or block.

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This event will be triggered when the weather changes within Minecraft.

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This 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.