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Events
- From a connected client run
Listen <EventName>- Example:
Listen PlayerDeathEvent
- Example:
- From a connected client, that is already listening to an event, run
Ignore <EventName>- Example:
Ignore PlayerDeathEvent
- Example:
Events are formatted like
Event <EventName> <Json Object of arguments>
- Example:
Event PlayerDeathEvent {"player":{"username":"KK964", "uuid":"793b1b35-18ba-419c-b735-024b63d24715"}, "message":"KK964 died of a heart attack", "location":{"world":"world", "x":-9.5, "y":67, "z":-9.5}}
Unchanging arguments:
These arguments are formatted the same for all events. In event descriptions it will just be labeled as "<key>": <Player,Location,Block,Entity>
-
Player:
- username: The username of the player
- uuid: The UUID of the player
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Location:
- world: The world the event is in
- x: The x coordinate of event
- y: The y coordinate of event
- z: The z coordinate of event
-
Block:
- x: The x coordinate of the block
- y: The y coordinate of the block
- z: The z coordinate of the block
-
material: The type of block, ex:
stone
-
Entity:
-
type: The type of entity, ex:
creeper - name: The name of the entity
- location: The location of the entity
-
type: The type of entity, ex:
PlayerDeathEvent
This event is triggered when a player dies
Event PlayerDeathEvent {"player": Player, "message": String, "location": Location}
Arguments:
PlayerJoinEvent
This event is triggered when a player joins
Event PlayerJoinEvent {"player": Player}
Arguments:
- player - The Player that joined
PlayerQuitEvent
This event is triggered when a player leaves
Event PlayerQuitEvent {"player": Player}
Arguments:
- player - The Player that left
PlayerChatEvent
This event is triggered when a player chats
Event PlayerChatEvent {"player": Player, "message": String}
Arguments:
- player - The Player that sent the message
- message - The message that was sent
PlayerDamageEvent
This event is triggered when a player takes damage
Event PlayerDamageEvent {"player": Player, "damage": Number, "health": Number, "cause": String}
Arguments:
- player - The Player that took damage
- damage - The amount of damage that was taken
- health - The amount of health the player has left
- cause - The cause of the damage List of causes
PlayerHealEvent
This event is triggered when a player regains health
Event PlayerHealEvent {"player": Player, "regained": Number, "health": Number, "cause": String}
Arguments:
- player - The Player that was healed
- regained - The amount of health that was regained
- health - The amount of health the player has
- cause - The cause of the regeneration List of causes
PlayerAdvancementDoneEvent
This event is triggered when a player completes an advancement
Event PlayerAdvancementDoneEvent {"player": Player, "advancement": String}
Arguments:
- player - The Player that completed the advancement
- advancement - The advancement completed List of advancements
PlayerChangedWorldEvent
This event is triggered when a player changes worlds
Event Name {"player": Player, "world": String, "fromWorld": String}
Arguments:
- player - The Player that changed worlds
- world - The world the player changed to
- fromWorld - The world the player changed from
PlayerFoodChangeEvent
This event is triggered when a players food level changes
Event Name {"player": Player, "food": Number, "saturation": Number}
Arguments:
- player - The Player that changed food level
- food - New food level
- saturation? - The current saturation level, may not be returned if version is below 1.16
PlayerDamagePlayerEvent
This event is triggered when a player damages another player
Event Name {"player": Player, "damager": Player, "damage": Number, "health": Number, "damagerHealth": Number}
Arguments:
- player - Player that was damaged
- damager - Player that damaged the player
- damage - Amount of damage that was dealt
- health - The amount of health the player has left
- damagerHealth - The amount of health the damager has left
PlayerStatusChangeEvent
This event is triggered when one of the following changes:
- Player is swimming / no longer swimming
- Player is flying / no longer flying
- Player is freezing / no longer freezing
- Player is burning / no longer burning
- Player is gliding / no longer gliding (elytra)
PlayerStatusChangeEvent {"player": Player, "status": Status, "oldStatus": Status}
Arguments:
- player - The Player that changed status
- status - The new status
- oldStatus - The old status
- status -
{"isSwimming":bool,"isFreezing":bool,"isBurning":bool,"isFlying":bool,"isGliding":bool}
- isFreezing - may not be returned if version is below 1.18
PlayerMoveEvent
This event is triggered when a player moves (only when the block changes)
PlayerMoveEvent {"player": Player, "location": Location, "fromLocation": Location, "block": Block, "standingOn": Block}
Arguments:
PlayerExpChangeEvent
This event is triggered when a player gains or loses experience
Event PlayerExpChangeEvent {"player": Player, "level": Number, "oldLevel": Number, "xp": Number, "neededToLevelUp": Number}
Arguments:
- player - The Player that gained or lost experience
- level - The amount of experience the player has
- oldLevel - The amount of experience the player had
- xp - The amount of experience points total
- neededToLevelUp - The amount of experience points needed to level up
EventName
This event is triggered when
Event Name {}
Arguments:
- **** -
PlayerKillEntityEvent
This event is triggered when a player kills an entity
Event PlayerKillEntityEvent {"player": Player, "entity": Entity}
Arguments:
BlockPlaceEvent
This event is triggered when a player places a block
Event BlockPlaceEvent {"player": Player, "block": Block}
Arguments: