added player_picks_up_item and better docs on events.
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+169
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@@ -3387,62 +3387,179 @@ conform with the arguments to the event specification. When loading module funct
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||||
with `__on_...` and has the required arguments, will be bound automatically. In case of player specific modules,
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all player action events will be directed to the appropriate player space, and all tick events will be executed in
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the global context, so its not a good idea to mix these two, so use either of these, or use commands to call tick
|
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events directly, or handle player specific data inside a module. In near future using global events
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(on_tick, on_chunk_generated) will be not allowed in player scoped apps.
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events directly, or handle player specific data inside an app.
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### Event list
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Most events strive to report right before they take an effect in the game. The purpose of that is that this give a choice
|
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for the programmer to handle them right away (as it happens, potentially affect the course of action by changing the
|
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environment right before it), or decide to handle it after by scheduling another call for the end of the tick. Or both -
|
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partially handle the event before it happens and handle the rest after. While in some cases this may lead to programmers
|
||||
confusion (like handling the respawn event still referring to player's original position and dimension), but gives much
|
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more control over these events.
|
||||
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Here is a list of events that can be handled by scarpet. This list includes prefixes required by modules to autoload
|
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them, but you can add any function to any event if it accepts required number of parameters:
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## Event list
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<pre>
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// world callbacks
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__on_tick() // can access blocks and entities in the overworld
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__on_tick_nether() // can access blocks and entities in the nether
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__on_tick_ender() // can access blocks and entities in the end
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__on_chunk_generated(x,z) // called after a chunk is promoted to the full chunk,
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// providing lowest x and z coords in the chunk
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// event will not work with optifine installed in the game
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__on_lightning(block, mode) // mode is `true` if lightning caused horse trap to spawn
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// player specific callbacks
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__on_player_uses_item(player, item_tuple, hand) // right click action
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__on_player_releases_item(player, item_tuple, hand) // client action (e.g. bow)
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__on_player_finishes_using_item(player, item_tuple, hand)) // server action (e.g. food), called item is from before it is used.
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__on_player_clicks_block(player, block, face) // left click attack on a block
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__on_player_breaks_block(player, block) // called after block is broken (the caller receives previous blockstate)
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__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec) // player right clicks block with anything
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__on_player_interacts_with_block(player, hand, block, face, hitvec) //right click on a block resulted in activation of said block
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__on_player_places_block(player, item_tuple, hand, block) // player have just placed the block.
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__on_player_interacts_with_entity(player, entity, hand)
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__on_player_collides_with_entity(player, entity)
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__on_player_chooses_recipe(player, recipe, full_stack)
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__on_player_switches_slot(player, from, to)
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__on_player_swaps_hands(player)
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__on_player_attacks_entity(player, entity)
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__on_player_takes_damage(player, amount, source, source_entity)
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__on_player_deals_damage(player, amount, entity)
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__on_player_dies(player)
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__on_player_respawns(player)
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__on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension)
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__on_player_rides(player, forward, strafe, jumping, sneaking)
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__on_player_jumps(player)
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__on_player_deploys_elytra(player)
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__on_player_wakes_up(player)
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__on_player_starts_sneaking(player)
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__on_player_stops_sneaking(player)
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__on_player_starts_sprinting(player)
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__on_player_stops_sprinting(player)
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__on_player_drops_item(player)
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__on_player_drops_stack(player)
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__on_player_connects(player)
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__on_player_disconnects(player, reason)
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__on_statistic(player, category, event, value) // player statistic changes
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</pre>
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Here is a list of events that are handled by scarpet. This list includes prefixes for function names, allowing apps
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to autoload them, but you can always add any function to any event (using `/script event` command)
|
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if it accepts required number of parameters.
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Couple special cases.
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* `__on_player_changes_dimension` returns `null` as `to_pos` when player goes back to the overworld from the end
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, since the respawn location of the player is not control by the teleport, or a player can see the end credits. After
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the player is eligible to respawn in the overworld, `__on_player_respawns` will be triggered.
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## Global events
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Handling global events is only allowed in apps with `'global'` scope. With the default scope (`'player'`) you
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simply wouldn't know which player to hook up this event to. All other events can be handled by any app type.
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### `__on_tick()`
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Event triggers at the beginning of each tick, located in the overworld. You can use `in_dimension()`
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to access other dimensions from there.
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### `__on_tick_nether()` (Deprecated)
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Duplicate of `tick`, just automatically located in the nether.
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### `__on_tick_ender()` (Deprecated)
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Duplicate of `tick`, just automatically located in the end.
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### `__on_chunk_generated(x,z)`
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Called right after a chunk at a given coordinate is full generated. `x` and `z` correspond
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to the lowest x and z coords in the chunk. Event may (or may not) work with Optifine installed
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at the same time.
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### `__on_lightning(block, mode)`
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Triggered right after a lightning strikes. Lightning entity as well as potential horseman trap would
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already be spawned at that point. `mode` is `true` if the lightning did cause a trap to spawn.
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## Player events
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These are triggered with a player context. For apps with a 'player' scope, they trigger once for the appropriate
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player. In apps with `global` scope they trigger once for all players.
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### `__on_player_uses_item(player, item_tuple, hand)`
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Triggers with a right click action. Event is triggered right after a server receives the packet, before the
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game manages to do anything about it. Event triggers when player starts eating food, or starts drawing a bow.
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Use `player_finishes_using_item`, or `player_releases_item` to capture the end of these events.
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Event is not triggered when a player places a block, for that use
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`player_right_clicks_block` or `player_places_block` event.
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### `__on_player_releases_item(player, item_tuple, hand)`
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Player stops right-click-holding on an item that can be held. This event is a result of a client request.
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Example events that may cause it to happen is releasing a bow. The event is triggered after the game processes
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the request, however the `item_tuple` is provided representing the item that the player started with. You can use that and
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compare with the currently held item for a delta.
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### `__on_player_finishes_using_item(player, item_tuple, hand))`
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Player using of an item is done. This is controlled server side and is responsible for such events as finishing
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eating. The event is triggered after confirming that the action is valid, and sending the feedback back
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to the client, but before triggering it and its effects in game.
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### `__on_player_clicks_block(player, block, face)`
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Representing left-click attack on a block, usually signifying start of breaking of a block. Triggers right after the server
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receives a client packet, before anything happens on the server side.
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### `__on_player_breaks_block(player, block)`
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Called when player breaks a block, right before any changes to the world are done, but the decision is made to remove the block.
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### `__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec)`
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Called when player right clicks on a block with anything, or interacts with a block. This event is triggered right
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before other interaction events, like `'player_interacts_with_block'` or `'player_places_block'`.
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### `__on_player_interacts_with_block(player, hand, block, face, hitvec)`
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Called when player successfully interacted with a block, which resulted in activation of said block,
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right after this happened.
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### `__on_player_places_block(player, item_tuple, hand, block)`
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Triggered when player places a block, after block is placed in the world, but before scoreboard is triggered or player inventory
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adjusted.
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### `__on_player_interacts_with_entity(player, entity, hand)`
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Triggered when player right clicks (interacts) with an entity, even if the entity has no vanilla interaction with the player or
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the item they are holding. The event is invoked after receiving a packet from the client, before anything happens server side
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with that interaction
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### `__on_player_collides_with_entity(player, entity)`
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Triggered every time a player - entity collisions are calculated, before effects of collisions are applied in the game.
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Useful not only when colliding with living entities, but also to intercept items or XP orbs before they have an effect
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on the player.
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### `__on_player_chooses_recipe(player, recipe, full_stack)`
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Triggered when a player clicks a recipe in the crafting window from the crafting book, after server received
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a client request, but before any items are moved from its inventory to the crafting menu.
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### `__on_player_switches_slot(player, from, to)`
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Triggered when a player changes their selected hotbar slot. Applied right after the server receives the message to switch
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the slot.
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### `__on_player_swaps_hands(player)`
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Triggered when a player sends a command to swap their offhand item. Executed before the effect is applied on the server.
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### `__on_player_attacks_entity(player, entity)`
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Triggered when a player attacks entity, right before it happens server side.
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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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the actual damage is applied to the player.
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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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notices that ¯\_(ツ)_/¯
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### `__on_player_dies(player)`
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Triggered when a player dies. Player is already dead, so don't revive them then. Event applied before broadcasting messages
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about players death and applying external effects (like mob anger etc).
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### `__on_player_respawns(player)`
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Triggered when a player respawns. This includes spawning after death, or landing in the overworld after leaving the end.
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When the event is handled, a player is still in its previous location and dimension - will be repositioned right after.
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### `__on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension)`
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Called when a player moves from one dimension to another. Event is handled still when the player is in its previous
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dimension and position.
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`player_changes_dimension` returns `null` as `to_pos` when player goes back to the overworld from the end
|
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, since the respawn location of the player is not controlled by the teleport, or a player can still see the end credits. After
|
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the player is eligible to respawn in the overworld, `player_respawns` will be triggered.
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### `__on_player_rides(player, forward, strafe, jumping, sneaking)`
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Triggers when a server receives movement controls when riding vehicles. Its handled before the effects are applied
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server side.
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### `__on_player_jumps(player)`
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Triggered when a game receives a jump input from the client, and the player is considered standing on the ground.
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### `__on_player_deploys_elytra(player)`
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Triggered when a server receives a request to deploy elytra, regardless if the flight was agreed upon server side..
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### `__on_player_wakes_up(player)`
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Player wakes up from the bed mid sleep, but not when it is kicked out of bed because it finished sleeping.
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### `__on_player_starts_sneaking(player)`
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### `__on_player_stops_sneaking(player)`
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### `__on_player_starts_sprinting(player)`
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### `__on_player_stops_sprinting(player)`
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Four events triggered when player controls for sneaking and sprinting toggle.
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### `__on_player_drops_item(player)`
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### `__on_player_drops_stack(player)`
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Triggered when the game receives the request from a player to drop one item or full stack from its inventory.
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Event happens before anything is changed server side.
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### `__on_player_picks_up_item(player, item)`
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Triggered AFTER a player successfully ingested an item in its inventory. Item represents the total stack of items
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ingested by the player. The exact position of these items is unknown as technically these
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items could be spread all across the inventory.
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### `__on_player_connects(player)`
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Triggered when the player has successfully logged in and was placed in the gaem.
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### `__on_player_disconnects(player, reason)`
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Triggered when a player sends a disconnect package or is forcefully disconnected from the server.
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### `__on_statistic(player, category, event, value)`
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Triggered when a player statistic changes. Doesn't notify on periodic an rhythmic events, i.e.
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`time_since_death`, `time_since_rest`, and `played_one_minute` since these are triggered every tick. Event
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is handled before scoreboard values for these statistics are changed.
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### `/script event` command
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+169
-52
@@ -5,62 +5,179 @@ conform with the arguments to the event specification. When loading module funct
|
||||
with `__on_...` and has the required arguments, will be bound automatically. In case of player specific modules,
|
||||
all player action events will be directed to the appropriate player space, and all tick events will be executed in
|
||||
the global context, so its not a good idea to mix these two, so use either of these, or use commands to call tick
|
||||
events directly, or handle player specific data inside a module. In near future using global events
|
||||
(on_tick, on_chunk_generated) will be not allowed in player scoped apps.
|
||||
events directly, or handle player specific data inside an app.
|
||||
|
||||
### Event list
|
||||
Most events strive to report right before they take an effect in the game. The purpose of that is that this give a choice
|
||||
for the programmer to handle them right away (as it happens, potentially affect the course of action by changing the
|
||||
environment right before it), or decide to handle it after by scheduling another call for the end of the tick. Or both -
|
||||
partially handle the event before it happens and handle the rest after. While in some cases this may lead to programmers
|
||||
confusion (like handling the respawn event still referring to player's original position and dimension), but gives much
|
||||
more control over these events.
|
||||
|
||||
Here is a list of events that can be handled by scarpet. This list includes prefixes required by modules to autoload
|
||||
them, but you can add any function to any event if it accepts required number of parameters:
|
||||
## Event list
|
||||
|
||||
<pre>
|
||||
// world callbacks
|
||||
__on_tick() // can access blocks and entities in the overworld
|
||||
__on_tick_nether() // can access blocks and entities in the nether
|
||||
__on_tick_ender() // can access blocks and entities in the end
|
||||
__on_chunk_generated(x,z) // called after a chunk is promoted to the full chunk,
|
||||
// providing lowest x and z coords in the chunk
|
||||
// event will not work with optifine installed in the game
|
||||
__on_lightning(block, mode) // mode is `true` if lightning caused horse trap to spawn
|
||||
// player specific callbacks
|
||||
__on_player_uses_item(player, item_tuple, hand) // right click action
|
||||
__on_player_releases_item(player, item_tuple, hand) // client action (e.g. bow)
|
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__on_player_finishes_using_item(player, item_tuple, hand)) // server action (e.g. food), called item is from before it is used.
|
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__on_player_clicks_block(player, block, face) // left click attack on a block
|
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__on_player_breaks_block(player, block) // called after block is broken (the caller receives previous blockstate)
|
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__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec) // player right clicks block with anything
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__on_player_interacts_with_block(player, hand, block, face, hitvec) //right click on a block resulted in activation of said block
|
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__on_player_places_block(player, item_tuple, hand, block) // player have just placed the block.
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__on_player_interacts_with_entity(player, entity, hand)
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__on_player_collides_with_entity(player, entity)
|
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__on_player_chooses_recipe(player, recipe, full_stack)
|
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__on_player_switches_slot(player, from, to)
|
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__on_player_swaps_hands(player)
|
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__on_player_attacks_entity(player, entity)
|
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__on_player_takes_damage(player, amount, source, source_entity)
|
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__on_player_deals_damage(player, amount, entity)
|
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__on_player_dies(player)
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__on_player_respawns(player)
|
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__on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension)
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__on_player_rides(player, forward, strafe, jumping, sneaking)
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__on_player_jumps(player)
|
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__on_player_deploys_elytra(player)
|
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__on_player_wakes_up(player)
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__on_player_starts_sneaking(player)
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__on_player_stops_sneaking(player)
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__on_player_starts_sprinting(player)
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__on_player_stops_sprinting(player)
|
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__on_player_drops_item(player)
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__on_player_drops_stack(player)
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__on_player_connects(player)
|
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__on_player_disconnects(player, reason)
|
||||
__on_statistic(player, category, event, value) // player statistic changes
|
||||
</pre>
|
||||
Here is a list of events that are handled by scarpet. This list includes prefixes for function names, allowing apps
|
||||
to autoload them, but you can always add any function to any event (using `/script event` command)
|
||||
if it accepts required number of parameters.
|
||||
|
||||
Couple special cases.
|
||||
* `__on_player_changes_dimension` returns `null` as `to_pos` when player goes back to the overworld from the end
|
||||
, since the respawn location of the player is not control by the teleport, or a player can see the end credits. After
|
||||
the player is eligible to respawn in the overworld, `__on_player_respawns` will be triggered.
|
||||
## Global events
|
||||
|
||||
Handling global events is only allowed in apps with `'global'` scope. With the default scope (`'player'`) you
|
||||
simply wouldn't know which player to hook up this event to. All other events can be handled by any app type.
|
||||
|
||||
### `__on_tick()`
|
||||
Event triggers at the beginning of each tick, located in the overworld. You can use `in_dimension()`
|
||||
to access other dimensions from there.
|
||||
|
||||
### `__on_tick_nether()` (Deprecated)
|
||||
Duplicate of `tick`, just automatically located in the nether.
|
||||
|
||||
### `__on_tick_ender()` (Deprecated)
|
||||
Duplicate of `tick`, just automatically located in the end.
|
||||
|
||||
### `__on_chunk_generated(x,z)`
|
||||
Called right after a chunk at a given coordinate is full generated. `x` and `z` correspond
|
||||
to the lowest x and z coords in the chunk. Event may (or may not) work with Optifine installed
|
||||
at the same time.
|
||||
|
||||
### `__on_lightning(block, mode)`
|
||||
Triggered right after a lightning strikes. Lightning entity as well as potential horseman trap would
|
||||
already be spawned at that point. `mode` is `true` if the lightning did cause a trap to spawn.
|
||||
|
||||
## Player events
|
||||
|
||||
These are triggered with a player context. For apps with a 'player' scope, they trigger once for the appropriate
|
||||
player. In apps with `global` scope they trigger once for all players.
|
||||
|
||||
### `__on_player_uses_item(player, item_tuple, hand)`
|
||||
Triggers with a right click action. Event is triggered right after a server receives the packet, before the
|
||||
game manages to do anything about it. Event triggers when player starts eating food, or starts drawing a bow.
|
||||
Use `player_finishes_using_item`, or `player_releases_item` to capture the end of these events.
|
||||
|
||||
Event is not triggered when a player places a block, for that use
|
||||
`player_right_clicks_block` or `player_places_block` event.
|
||||
|
||||
### `__on_player_releases_item(player, item_tuple, hand)`
|
||||
Player stops right-click-holding on an item that can be held. This event is a result of a client request.
|
||||
Example events that may cause it to happen is releasing a bow. The event is triggered after the game processes
|
||||
the request, however the `item_tuple` is provided representing the item that the player started with. You can use that and
|
||||
compare with the currently held item for a delta.
|
||||
|
||||
### `__on_player_finishes_using_item(player, item_tuple, hand))`
|
||||
Player using of an item is done. This is controlled server side and is responsible for such events as finishing
|
||||
eating. The event is triggered after confirming that the action is valid, and sending the feedback back
|
||||
to the client, but before triggering it and its effects in game.
|
||||
|
||||
### `__on_player_clicks_block(player, block, face)`
|
||||
Representing left-click attack on a block, usually signifying start of breaking of a block. Triggers right after the server
|
||||
receives a client packet, before anything happens on the server side.
|
||||
|
||||
|
||||
### `__on_player_breaks_block(player, block)`
|
||||
Called when player breaks a block, right before any changes to the world are done, but the decision is made to remove the block.
|
||||
|
||||
### `__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec)`
|
||||
Called when player right clicks on a block with anything, or interacts with a block. This event is triggered right
|
||||
before other interaction events, like `'player_interacts_with_block'` or `'player_places_block'`.
|
||||
|
||||
### `__on_player_interacts_with_block(player, hand, block, face, hitvec)`
|
||||
Called when player successfully interacted with a block, which resulted in activation of said block,
|
||||
right after this happened.
|
||||
|
||||
### `__on_player_places_block(player, item_tuple, hand, block)`
|
||||
Triggered when player places a block, after block is placed in the world, but before scoreboard is triggered or player inventory
|
||||
adjusted.
|
||||
|
||||
### `__on_player_interacts_with_entity(player, entity, hand)`
|
||||
Triggered when player right clicks (interacts) with an entity, even if the entity has no vanilla interaction with the player or
|
||||
the item they are holding. The event is invoked after receiving a packet from the client, before anything happens server side
|
||||
with that interaction
|
||||
|
||||
### `__on_player_collides_with_entity(player, entity)`
|
||||
Triggered every time a player - entity collisions are calculated, before effects of collisions are applied in the game.
|
||||
Useful not only when colliding with living entities, but also to intercept items or XP orbs before they have an effect
|
||||
on the player.
|
||||
|
||||
### `__on_player_chooses_recipe(player, recipe, full_stack)`
|
||||
Triggered when a player clicks a recipe in the crafting window from the crafting book, after server received
|
||||
a client request, but before any items are moved from its inventory to the crafting menu.
|
||||
|
||||
### `__on_player_switches_slot(player, from, to)`
|
||||
Triggered when a player changes their selected hotbar slot. Applied right after the server receives the message to switch
|
||||
the slot.
|
||||
|
||||
### `__on_player_swaps_hands(player)`
|
||||
Triggered when a player sends a command to swap their offhand item. Executed before the effect is applied on the server.
|
||||
|
||||
### `__on_player_attacks_entity(player, entity)`
|
||||
Triggered when a player attacks entity, right before it happens server side.
|
||||
|
||||
### `__on_player_takes_damage(player, amount, source, source_entity)`
|
||||
Triggered when a player is taking damage. Event is executed right after potential absorbtion was applied and before
|
||||
the actual damage is applied to the player.
|
||||
|
||||
### `__on_player_deals_damage(player, amount, entity)`
|
||||
Triggered when a player deals damage to another entity. Its applied in the same moment as `player_takes_damage` if both
|
||||
sides of the event are players, and similar for all other entities, just their absorbtion is taken twice, just noone ever
|
||||
notices that ¯\_(ツ)_/¯
|
||||
|
||||
### `__on_player_dies(player)`
|
||||
Triggered when a player dies. Player is already dead, so don't revive them then. Event applied before broadcasting messages
|
||||
about players death and applying external effects (like mob anger etc).
|
||||
|
||||
### `__on_player_respawns(player)`
|
||||
Triggered when a player respawns. This includes spawning after death, or landing in the overworld after leaving the end.
|
||||
When the event is handled, a player is still in its previous location and dimension - will be repositioned right after.
|
||||
|
||||
|
||||
### `__on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension)`
|
||||
Called when a player moves from one dimension to another. Event is handled still when the player is in its previous
|
||||
dimension and position.
|
||||
|
||||
`player_changes_dimension` returns `null` as `to_pos` when player goes back to the overworld from the end
|
||||
, since the respawn location of the player is not controlled by the teleport, or a player can still see the end credits. After
|
||||
the player is eligible to respawn in the overworld, `player_respawns` will be triggered.
|
||||
|
||||
### `__on_player_rides(player, forward, strafe, jumping, sneaking)`
|
||||
Triggers when a server receives movement controls when riding vehicles. Its handled before the effects are applied
|
||||
server side.
|
||||
|
||||
### `__on_player_jumps(player)`
|
||||
Triggered when a game receives a jump input from the client, and the player is considered standing on the ground.
|
||||
|
||||
|
||||
### `__on_player_deploys_elytra(player)`
|
||||
Triggered when a server receives a request to deploy elytra, regardless if the flight was agreed upon server side..
|
||||
|
||||
### `__on_player_wakes_up(player)`
|
||||
Player wakes up from the bed mid sleep, but not when it is kicked out of bed because it finished sleeping.
|
||||
|
||||
### `__on_player_starts_sneaking(player)`
|
||||
### `__on_player_stops_sneaking(player)`
|
||||
### `__on_player_starts_sprinting(player)`
|
||||
### `__on_player_stops_sprinting(player)`
|
||||
Four events triggered when player controls for sneaking and sprinting toggle.
|
||||
|
||||
### `__on_player_drops_item(player)`
|
||||
### `__on_player_drops_stack(player)`
|
||||
Triggered when the game receives the request from a player to drop one item or full stack from its inventory.
|
||||
Event happens before anything is changed server side.
|
||||
|
||||
### `__on_player_picks_up_item(player, item)`
|
||||
Triggered AFTER a player successfully ingested an item in its inventory. Item represents the total stack of items
|
||||
ingested by the player. The exact position of these items is unknown as technically these
|
||||
items could be spread all across the inventory.
|
||||
|
||||
### `__on_player_connects(player)`
|
||||
Triggered when the player has successfully logged in and was placed in the gaem.
|
||||
|
||||
### `__on_player_disconnects(player, reason)`
|
||||
Triggered when a player sends a disconnect package or is forcefully disconnected from the server.
|
||||
|
||||
### `__on_statistic(player, category, event, value)`
|
||||
Triggered when a player statistic changes. Doesn't notify on periodic an rhythmic events, i.e.
|
||||
`time_since_death`, `time_since_rest`, and `played_one_minute` since these are triggered every tick. Event
|
||||
is handled before scoreboard values for these statistics are changed.
|
||||
|
||||
### `/script event` command
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@ __on_player_breaks_block
|
||||
__on_player_clicks_block
|
||||
__on_player_changes_dimension
|
||||
__on_player_chooses_recipe
|
||||
__on_player_collides_with_entity
|
||||
__on_player_deploys_elytra
|
||||
__on_player_drops_item
|
||||
__on_player_drops_stack
|
||||
@@ -14,6 +15,7 @@ __on_player_finishes_using_item
|
||||
__on_player_interacts_with_block
|
||||
__on_player_interacts_with_entity
|
||||
__on_player_jumps
|
||||
__on_player_picks_up_item
|
||||
__on_player_places_block
|
||||
__on_player_releases_item
|
||||
__on_player_rides
|
||||
|
||||
@@ -90,6 +90,7 @@
|
||||
__on_player_clicks_block
|
||||
__on_player_changes_dimension
|
||||
__on_player_chooses_recipe
|
||||
__on_player_collides_with_entity
|
||||
__on_player_deploys_elytra
|
||||
__on_player_drops_item
|
||||
__on_player_drops_stack
|
||||
@@ -97,6 +98,7 @@
|
||||
__on_player_interacts_with_block
|
||||
__on_player_interacts_with_entity
|
||||
__on_player_jumps
|
||||
__on_player_picks_up_item
|
||||
__on_player_places_block
|
||||
__on_player_releases_item
|
||||
__on_player_rides
|
||||
|
||||
Reference in new issue
Block a user