__on_player_jumps(player) -> ( print(''); print('__on_player_jumps(player)'); print('Player '+player+' jumps.') ); __on_player_deploys_elytra(player) -> ( print(''); print('__on_player_deploys_elytra(player)'); print('Player '+player+' deploys elytra.') ); __on_player_wakes_up(player) -> ( print(''); print('__on_player_wakes_up(player)'); print('Player '+player+' wakes up') ); __on_player_escapes_sleep(player) -> ( print(''); print('__on_player_escapes_sleep(player)'); print('Player '+player+' wakes up using ESC key') ); __on_player_rides(player, forward, strafe, jumping, sneaking) -> ( print(''); print('__on_player_rides(player, forward, strafe, jumping, sneaking)'); print('player rides a vehicle:'); print(' - player: '+player); print(' - forward/backward: '+forward); print(' - strafing: '+strafe); print(' - jumping: '+jumping); print(' - sneaking: '+sneaking) ); __on_player_uses_item(player, item_tuple, hand) -> ( l(item, count, nbt) = item_tuple || l('None', 0, null); print(''); print('__on_player_uses_item(player, item_tuple, hand)'); print('player uses an item:'); print(' - player: '+player); print(' - item:'); print(' > name: '+item); print(' > count: '+count); print(' > nbt: '+nbt); print(' - hand: '+hand) ); __on_player_clicks_block(player, block, face) -> ( print(''); print('__on_player_clicks_block(player, block, face)'); print('player clicks a block:'); print(' - player: '+player); print(' - block: '+block+' at '+map(pos(block), str('%.2f',_))); print(' - face: '+face) ); __on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec) -> ( l(item, count, nbt) = item_tuple || l('None', 0, null); print(''); print('__on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec) '); print('block right clicked by player:'); print(' - player: '+player); print(' - item: '+item); print(' - hand: '+hand); print(' - block: '+block+' at '+map(pos(block), str('%.2f',_))); print(' - face: '+face); print(' - hitvec: '+map(hitvec, str('%.2f',_))) ); __on_player_breaks_block(player, block) -> ( print(''); print('__on_player_breaks_block(player, block)'); print('player breaks block:'); print(' - player: '+player); print(' - block: '+block+' at '+map(pos(block), str('%.2f',_))) ); __on_player_interacts_with_entity(player, entity, hand) -> ( print(''); print('__on_player_interacts_with_entity(player, entity, hand)'); print('player interacts with entity:'); print(' - player: '+player); print(' - entity: '+entity+' at '+map(pos(entity), str('%.2f',_))); print(' - hand: '+hand) ); __on_player_attacks_entity(player, entity) -> ( print(''); print('__on_player_attacks_entity(player, entity)'); print('player attacks entity:'); print(' - player: '+player); print(' - entity: '+entity+' at '+map(pos(entity), str('%.2f',_))) ); __on_player_starts_sneaking(player) -> ( print(''); print('__on_player_starts_sneaking(player)'); print('Player '+player+' starts sneaking.') ); __on_player_stops_sneaking(player) -> ( print(''); print('__on_player_stops_sneaking(player)'); print(' Player '+player+' stops sneaking.') ); __on_player_starts_sprinting(player) -> ( print(''); print('__on_player_starts_sprinting(player)'); print(' Player '+player+' starts sprinting.') ); __on_player_stops_sprinting(player) -> ( print(''); print('__on_player_stops_sprinting(player)'); print('Player '+player+' stops sprinting.') ); __on_player_releases_item(player, item_tuple, hand) -> ( l(item, count, nbt) = item_tuple || l('None', 0, null); print(''); print('__on_player_releases_item(player, item_tuple, hand)'); print('player releases an item:'); print(' - player: '+player); print(' - item:'); print(' > name: '+item); print(' > count: '+count); print(' > nbt: '+nbt); print(' - hand: '+hand) ); __on_player_finishes_using_item(player, item_tuple, hand) -> ( l(item, count, nbt) = item_tuple || l('None', 0, null); print(''); print('__on_player_finishes_using_item(player, item_tuple, hand)'); print('player finishes using an item:'); print(' - player: '+player); print(' - item:'); print(' > name: '+item); print(' > count: '+count); print(' > nbt: '+nbt); print(' - hand: '+hand) ); __on_player_drops_item(player) -> ( print(''); print('__on_player_drops_item(player)'); print('Player '+player+' drops current item.') ); __on_player_drops_stack(player) -> ( print(''); print('__on_player_drops_stack(player)'); print('Player '+player+' drops current stack.') ); __on_player_interacts_with_block(player, hand, block, face, hitvec) -> ( print(''); print('__on_player_interacts_with_block(player, hand, block, face, hitvec) '); print('block right clicked by player:'); print(' - player: '+player); print(' - hand: '+hand); print(' - block: '+block+' at '+map(pos(block), str('%.2f',_))); print(' - face: '+face); print(' - hitvec: '+map(hitvec, str('%.2f',_))) ); __on_player_places_block(player, item_tuple, hand, block) -> ( l(item, count, nbt) = item_tuple || l('None', 0, null); print(''); print('__on_player_places_block(player, item_tuple, hand, block)'); print('player places a block:'); print(' - player: '+player); print(' - block: '+block+' at '+map(pos(block), str('%.2f',_))); print(' - hand: '+hand); print(' - item:'); print(' > name: '+item); print(' > count: '+count); print(' > nbt: '+nbt); ); __on_player_takes_damage(player, amount, source, entity) -> ( print(''); print('__on_player_takes_damage(player, amount, source, source_entity)'); print('player takes damage:'); print(' - player: '+player); print(' - amount: '+str('%.2f',amount)); print(' - source: '+source); print(' - source_entity: '+entity); ); __on_player_deals_damage(player, amount, entity) -> ( print(''); print('__on_player_deals_damage(player, amount, target)'); print('player deals damage:'); print(' - player: '+player); print(' - amount: '+str('%.2f',amount)); print(' - target: '+entity); ); __on_player_dies(player) -> ( print(''); print('__on_player_dies(player)'); print('Player '+player+' dies.') ); __on_player_respawns(player) -> ( print(''); print('__on_player_respawns(player)'); print('Player '+player+' respawns.') ); __on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension) -> ( print(''); print('__on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension)'); print('player changes dimensions:'); print(' - player: '+player); print(' - from '+from_dimension+' at '+map(from_pos, str('%.2f',_))); print(' - to '+to_dimension+if(to_pos == null, '', ' at '+map(to_pos, str('%.2f',_)))); ); __on_player_connects(player) -> ( // you will never sees it print(''); print('__on_player_connects(player)'); print('Player '+player+' connects.') ); __on_player_disconnects(player, reason) -> ( // you will never sees it either print(''); print('__on_player_disconnects(player)'); print('Player '+player+' disconnects because: '+reason) ); __on_player_chooses_recipe(player, recipe, full_stack) -> ( print(''); print('__on_player_chooses_recipe(player, recipe, full_stack)'); print('player chooses recipe:'); print(' - player: '+player); print(' - recipe: '+recipe); print(' - full stack: '+ full_stack); ); __on_player_switches_slot(player, from, to) -> ( print(''); print('__on_player_switches_slot(player, from, to)'); print('player switches inventory slot:'); print(' - player: '+player); print(' - from: '+ from); print(' - to: '+ to); ); __on_player_swaps_hands(player) -> ( print(''); print('__on_player_swaps_hands(player)'); print(' Player '+player+' swaps hands.') ); // too much spam //__on_player_collides_with_entity(player, entity) -> //( // print(''); // print('__on_player_collides_with_entity(player, entity)'); // print(' Player '+player+' collides with '+entity); //); __on_player_picks_up_item(player, item) -> ( print(''); print('__on_player_picks_up_item(player, item)'); print(' Player '+player+' injects '+item); );