Edit

WorldAfterEvents Class

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

Properties

blockContainerClosed

read-only blockContainerClosed: BlockContainerClosedAfterEventSignal;

This event fires when a block container is closed.

Type: BlockContainerClosedAfterEventSignal

Caution

This property is still in pre-release. Its signature may change or it may be removed in future releases.

Notes:

  • This property can be read in early-execution mode.

blockContainerOpened

read-only blockContainerOpened: BlockContainerOpenedAfterEventSignal;

This event fires when a block container is opened.

Type: BlockContainerOpenedAfterEventSignal

Caution

This property is still in pre-release. Its signature may change or it may be removed in future releases.

Notes:

  • This property can be read in early-execution mode.

blockExplode

read-only blockExplode: BlockExplodeAfterEventSignal;

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

Type: BlockExplodeAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

buttonPush

read-only buttonPush: ButtonPushAfterEventSignal;

This event fires when a button is pushed.

Type: ButtonPushAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

chatSend

read-only chatSend: ChatSendAfterEventSignal;

This event is triggered after a chat message has been broadcast or sent to players.

Type: ChatSendAfterEventSignal

Caution

This property is still in pre-release. Its signature may change or it may be removed in future releases.

Notes:

  • This property can be read in early-execution mode.

dataDrivenEntityTrigger

read-only dataDrivenEntityTrigger: DataDrivenEntityTriggerAfterEventSignal;

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

Type: DataDrivenEntityTriggerAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

effectAdd

read-only effectAdd: EffectAddAfterEventSignal;

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

Type: EffectAddAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityContainerClosed

read-only entityContainerClosed: EntityContainerClosedAfterEventSignal;

This event fires when an entity container is closed.

Type: EntityContainerClosedAfterEventSignal

Caution

This property is still in pre-release. Its signature may change or it may be removed in future releases.

Notes:

  • This property can be read in early-execution mode.

entityContainerOpened

read-only entityContainerOpened: EntityContainerOpenedAfterEventSignal;

This event fires when an entity container is opened.

Type: EntityContainerOpenedAfterEventSignal

Caution

This property is still in pre-release. Its signature may change or it may be removed in future releases.

Notes:

  • This property can be read in early-execution mode.

entityDie

read-only entityDie: EntityDieAfterEventSignal;

This event fires when an entity dies.

Type: EntityDieAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityHeal

read-only entityHeal: EntityHealAfterEventSignal;

Type: EntityHealAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityHealthChanged

read-only entityHealthChanged: EntityHealthChangedAfterEventSignal;

This event fires when entity health changes in any degree.

Type: EntityHealthChangedAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityHitBlock

read-only entityHitBlock: EntityHitBlockAfterEventSignal;

This event fires when an entity hits (that is, melee attacks) a block.

Type: EntityHitBlockAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityHitEntity

read-only entityHitEntity: EntityHitEntityAfterEventSignal;

This event fires when an entity hits (that is, melee attacks) another entity.

Type: EntityHitEntityAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityHurt

read-only entityHurt: EntityHurtAfterEventSignal;

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

Type: EntityHurtAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityItemDrop

read-only entityItemDrop: EntityItemDropAfterEventSignal;

This event fires when an entity drops items.

Type: EntityItemDropAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityItemPickup

read-only entityItemPickup: EntityItemPickupAfterEventSignal;

This event fires when an entity picks up items.

Type: EntityItemPickupAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityLoad

read-only entityLoad: EntityLoadAfterEventSignal;

Fires when an entity is loaded.

Type: EntityLoadAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityRemove

read-only entityRemove: EntityRemoveAfterEventSignal;

Fires when an entity is removed (for example, potentially unloaded, or removed after being killed).

Type: EntityRemoveAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entitySpawn

read-only entitySpawn: EntitySpawnAfterEventSignal;

This event fires when an entity is spawned.

Type: EntitySpawnAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

entityUpgrade

read-only entityUpgrade: EntityUpgradeAfterEventSignal;

Type: EntityUpgradeAfterEventSignal

Caution

This property is still in pre-release. Its signature may change or it may be removed in future releases.

Notes:

  • This property can be read in early-execution mode.

explosion

read-only explosion: ExplosionAfterEventSignal;

This event is fired after an explosion occurs.

Type: ExplosionAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

gameRuleChange

read-only gameRuleChange: GameRuleChangeAfterEventSignal;

This event fires when a world.gameRules property has changed.

Type: GameRuleChangeAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

itemCompleteUse

read-only itemCompleteUse: ItemCompleteUseAfterEventSignal;

This event fires when a chargeable item completes charging.

Type: ItemCompleteUseAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

itemReleaseUse

read-only itemReleaseUse: ItemReleaseUseAfterEventSignal;

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

Type: ItemReleaseUseAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

itemStartUse

read-only itemStartUse: ItemStartUseAfterEventSignal;

This event fires when a chargeable item starts charging.

Type: ItemStartUseAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

itemStartUseOn

read-only itemStartUseOn: ItemStartUseOnAfterEventSignal;

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.

Type: ItemStartUseOnAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

itemStopUse

read-only itemStopUse: ItemStopUseAfterEventSignal;

This event fires when a chargeable item stops charging.

Type: ItemStopUseAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

itemStopUseOn

read-only itemStopUseOn: ItemStopUseOnAfterEventSignal;

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.

Type: ItemStopUseOnAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

itemUse

read-only itemUse: ItemUseAfterEventSignal;

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

Type: ItemUseAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

leverAction

read-only leverAction: LeverActionAfterEventSignal;

A lever has been pulled.

Type: LeverActionAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

messageReceive

read-only messageReceive: ServerMessageAfterEventSignal;

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

Type: ServerMessageAfterEventSignal

Caution

This property is still in pre-release. Its signature may change or it may be removed in future releases.

Notes:

  • This property can be read in early-execution mode.

packSettingChange

read-only packSettingChange: PackSettingChangeAfterEventSignal;

This event is triggered when a pack setting is changed.

Type: PackSettingChangeAfterEventSignal

Caution

This property is still in pre-release. Its signature may change or it may be removed in future releases.

Notes:

  • This property can be read in early-execution mode.

pistonActivate

read-only pistonActivate: PistonActivateAfterEventSignal;

This event fires when a piston expands or retracts.

Type: PistonActivateAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerBreakBlock

read-only playerBreakBlock: PlayerBreakBlockAfterEventSignal;

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

Type: PlayerBreakBlockAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerButtonInput

read-only playerButtonInput: PlayerButtonInputAfterEventSignal;

This event fires when an @minecraft/server.InputButton state is changed.

Type: PlayerButtonInputAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerDimensionChange

read-only playerDimensionChange: PlayerDimensionChangeAfterEventSignal;

Fires when a player moved to a different dimension.

Type: PlayerDimensionChangeAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerEmote

read-only playerEmote: PlayerEmoteAfterEventSignal;

Type: PlayerEmoteAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerGameModeChange

read-only playerGameModeChange: PlayerGameModeChangeAfterEventSignal;

Type: PlayerGameModeChangeAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerHotbarSelectedSlotChange

read-only playerHotbarSelectedSlotChange: PlayerHotbarSelectedSlotChangeAfterEventSignal;

This event fires when a player's selected slot changes.

Type: PlayerHotbarSelectedSlotChangeAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerInputModeChange

read-only playerInputModeChange: PlayerInputModeChangeAfterEventSignal;

This event fires when a player's @minecraft/server.InputMode changes.

Type: PlayerInputModeChangeAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerInputPermissionCategoryChange

read-only playerInputPermissionCategoryChange: PlayerInputPermissionCategoryChangeAfterEventSignal;

This event fires when a players input permissions change.

Type: PlayerInputPermissionCategoryChangeAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerInteractWithBlock

read-only playerInteractWithBlock: PlayerInteractWithBlockAfterEventSignal;

An event for when a player interacts with a block.

Type: PlayerInteractWithBlockAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerInteractWithEntity

read-only playerInteractWithEntity: PlayerInteractWithEntityAfterEventSignal;

This event fires when a player interacts with an entity.

Type: PlayerInteractWithEntityAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerInventoryItemChange

read-only playerInventoryItemChange: PlayerInventoryItemChangeAfterEventSignal;

This event fires when an item gets added or removed to the player's inventory.

Type: PlayerInventoryItemChangeAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerJoin

read-only playerJoin: PlayerJoinAfterEventSignal;

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.

Type: PlayerJoinAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerLeave

read-only playerLeave: PlayerLeaveAfterEventSignal;

This event fires when a player leaves a world.

Type: PlayerLeaveAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerPlaceBlock

read-only playerPlaceBlock: PlayerPlaceBlockAfterEventSignal;

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

Type: PlayerPlaceBlockAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerSpawn

read-only playerSpawn: PlayerSpawnAfterEventSignal;

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.

Type: PlayerSpawnAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerSwingStart

read-only playerSwingStart: PlayerSwingStartAfterEventSignal;

Type: PlayerSwingStartAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

playerUseNameTag

read-only playerUseNameTag: PlayerUseNameTagAfterEventSignal;

An event for when a player uses a named name tag on an entity.

Type: PlayerUseNameTagAfterEventSignal

Caution

This property is still in pre-release. Its signature may change or it may be removed in future releases.

Notes:

  • This property can be read in early-execution mode.

pressurePlatePop

read-only pressurePlatePop: PressurePlatePopAfterEventSignal;

A pressure plate has popped back up (i.e., there are no entities on the pressure plate.)

Type: PressurePlatePopAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

pressurePlatePush

read-only pressurePlatePush: PressurePlatePushAfterEventSignal;

A pressure plate has pushed (at least one entity has moved onto a pressure plate.)

Type: PressurePlatePushAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

projectileHitBlock

read-only projectileHitBlock: ProjectileHitBlockAfterEventSignal;

This event fires when a projectile hits a block.

Type: ProjectileHitBlockAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

projectileHitEntity

read-only projectileHitEntity: ProjectileHitEntityAfterEventSignal;

This event fires when a projectile hits an entity.

Type: ProjectileHitEntityAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

targetBlockHit

read-only targetBlockHit: TargetBlockHitAfterEventSignal;

A target block was hit.

Type: TargetBlockHitAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

tripWireTrip

read-only tripWireTrip: TripWireTripAfterEventSignal;

A trip wire was tripped.

Type: TripWireTripAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

weatherChange

read-only weatherChange: WeatherChangeAfterEventSignal;

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

Type: WeatherChangeAfterEventSignal

Notes:

  • This property can be read in early-execution mode.

worldLoad

read-only worldLoad: WorldLoadAfterEventSignal;

Type: WorldLoadAfterEventSignal

Notes:

  • This property can be read in early-execution mode.