Typo fixing round
Light check over all scarpet docs Resolves #1626, resolves #1613, resolves #1597, some of the fixes are from these
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@@ -38,7 +38,7 @@ Events triggered in an app can result in zero, one, or multiple executions, depe
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* player targeted events (like `player_breaks_block`) target each app once:
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* for global scoped apps - targets a single app instance and provides `player` as the first argument.
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* for player scoped apps - targets only a given player instance, providing player argument for API consistency,
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since active player in player scoped apps can always be retrived using `player()`.
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since active player in player scoped apps can always be retrieved using `player()`.
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* global events could be handled by multiple players multiple times (like `explosion`, or `tick`):
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* for global scoped apps - triggered once for the single app instance.
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* for player scoped apps - triggered N times for each player separately, so they can do something with that information
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@@ -80,7 +80,7 @@ the system is closing down exceptionally.
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## Built-in global events
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Global events will be handled once per app that is with `'global'` scope. With `player` scoped apps, each player instance
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will be triggerd once for each player, so a global event may be executed multiple times for such apps.
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will be triggered once for each player, so a global event may be executed multiple times for such apps.
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### `__on_server_starts()`
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Event triggers after world is loaded and after all startup apps have started. It won't be triggered with `/reload`.
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@@ -242,14 +242,14 @@ Triggered when a player attacks entity, right before it happens server side.
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This event can be cancelled by returning `'cancel'`, which prevents the player from attacking the entity.
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### `__on_player_takes_damage(player, amount, source, source_entity)`
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Triggered when a player is taking damage. Event is executed right after potential absorbtion was applied and before
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Triggered when a player is taking damage. Event is executed right after potential absorption was applied and before
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the actual damage is applied to the player.
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This event can be cancelled by returning `'cancel'`, which prevents the player from taking damage.
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### `__on_player_deals_damage(player, amount, entity)`
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Triggered when a player deals damage to another entity. Its applied in the same moment as `player_takes_damage` if both
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sides of the event are players, and similar for all other entities, just their absorbtion is taken twice, just noone ever
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sides of the event are players, and similar for all other entities, just their absorption is taken twice, just noone ever
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notices that ¯\_(ツ)_/¯
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This event can be cancelled by returning `'cancel'`, which prevents the damage from being dealt.
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@@ -332,7 +332,7 @@ is handled before scoreboard values for these statistics are changed.
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App programmers can define and trigger their own custom events. Unlike built-in events, all custom events pass a single value
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as an argument, but this doesn't mean that they cannot pass a complex list, map, or nbt tag as a message. Each event signal is
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either targetting all apps instances for all players, including global apps, if no target player has been identified,
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either targeting all apps instances for all players, including global apps, if no target player has been identified,
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or only player scoped apps, if the target player
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is specified, running once for that player app. You cannot target global apps with player-targeted signals. Built-in events
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do target global apps, since their first argument is clearly defined and passed. That may change in the future in case there is
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@@ -376,7 +376,7 @@ to it when the event is triggered. All custom events expect a function that take
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If extra arguments are provided, they will be appended to the argument list of the callback function.
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Returns `true` if subscription to the event was successful, or `false` if it failed (for instance wrong scope for built-in event,
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or incorect number of parameters for the event).
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or incorrect number of parameters for the event).
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If a callback is specified as `null`, the given app (or player app instance )stops handling that event.
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@@ -400,7 +400,7 @@ In case you want to pass an event handler that is not defined in your module, pl
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Fires a specific event. If the event does not exist (only `handle_event` creates missing new events), or provided argument list
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was not matching the callee expected arguments, returns `null`,
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otherwise returns number of apps notified. If `target_player` is specified and not `null` triggers a player specific event, targetting
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otherwise returns number of apps notified. If `target_player` is specified and not `null` triggers a player specific event, targeting
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only `player` scoped apps for that player. Apps with globals scope will not be notified even if they handle this event.
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If the `target_player` is omitted or `null`, it will target `global` scoped apps and all instances of `player` scoped apps.
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Note that all built-in player events have a player as a first argument, so to trigger these events, you need to
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