Trigger event is an event that will trigger an action.
World Events[]
When the weather changes[]
Event description:
- The event trigger mechanism can be triggered once when the weather in the map changes.
- When a sunny day changes to a rainy day.
- When the rainy day changes to a sunny day.
Application case:
- When the weather changes, show "The weather has changed!" floating text to the host.
Event: When the weather changes |
Condition: - |
Action: Display chat info to host. Content is The weather has changed! |
Game Logic Event[]
When the game is created[]
Event description:
- This event trigger mechanism can be triggered once when the game is created.
- When the map is converted to gameplay mode.
- After the counting to enter the play map.
- If there is no counting, it will be triggered immediately after entering the gameplay map.
Application case:
- When the game is created, show "The game is created successfully!" floating text to the host .
Event: When the game is created |
Condition: - |
Action: Display chat info to host. Content is The game is created successfully! |
In-game time[]
Event description:
- The event mechanism can be triggered once when the time in the map reaches.
- Time set by the player.
Application case:
- When the time in the game is at 5 o'clock, show "It's 5 o'clock in the morning!" floating text to the host.
Event: Game time at 5 |
Condition: - |
Action: Display chat info to host. Content is It's 5 o'clock in the morning! |
Game running time[]
Event description:
- The event mechanism can be triggered once after the map running.
- Enter the gameplay map to start timing, and trigger to the duration set by the player.
- The counting will start when the game is switched to the gameplay map, and it will be triggered at the time set by the player.
Application case:
- After the local map runs for 5 seconds, show "The game has run for 5 seconds!" floating text to the host .
Event: Game running time 5 seconds later |
Condition: - |
Action: Display chat info to host. Content is The game has run for 5 seconds! |
Game victory[]
Event description:
- The event mechanism can be triggered once when any player wins.
- When the player wins.
- If multiple players win the map, it will be triggered when each player wins.
Application case:
- When any player triggers victory, show "The game is over!" floating window to all players.
Event: Triggered by Any player’s victory |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The game is over! |
Game failed[]
Event description:
- The event mechanism can be triggered once when any player fails.
- When the player fails.
- If multiple players fail on the map, it will be triggered when each player fails.
Application case:
- When any player fails to trigger, show "The game is over!" floating window to all players.
Event: Triggered by Any player’s fail |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The game is over! |
Player enters the game[]
Event description:
- The event mechanism can be triggered once when any player enters the game.
- When the player enters the map.
Application case:
- When any player enters the game, show "A new friend has entered the game!" floating window to all players.
Event: When any player enter the game |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A new friend has entered the game! |
Player leaves the game[]
Event description:
- The event mechanism can be triggered once when any player leaves the game.
- When the player leaves the map.
Application case:
- When a player leaves the game, show "Someone has left the game!" floating window to all players.
Event: When any player leaves the game |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Someone has left the game! |
Timer Changes[]
Event description:
- The event mechanism can be triggered once when any timer changes. The event trigger mechanism.
- If the timer is running, it will change once per second, which can be understood as triggering this event once per second.
- If the timer has been created, but paused or stopped, the event will not be triggered.
Application case:
- When the timer in the map changes, show "The timer is constantly changing!" floating window to all players.
Event: When any timer changes |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The timer is constantly changing! |
Designated Timer Changes[]
Event description:
- The event trigger mechanism is triggered once when the designate timer changes.
- If the designate timer is running, it will change once per second, which can be understood as triggering this event once per second.
- If the designate timer has been created, but paused or stopped, the event will not be triggered.
Application case:
- When the bomb timer in the local map changes, show "The bomb is about to explode!" floating window to all players.
Event: When Timer changes |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The bomb is about to explode! |
Player Events[]
The player is defeated[]
Event description:
- The event trigger mechanism is triggered once when any player defeated.
- When the player is defeated (0 HP).
- If multiple players are defeated (0 HP), each player can trigger 1 time.
Application case:
- When any player is defeated, show "Our teammate is injured, go and save him!" floating window to all players.
Event: Triggered when any player dies |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Our teammate is injured, go and save him! |
Respawn[]
Event description:
- The event trigger mechanism is triggered once when any player is respawned.
- When the player clicks to respawn.
- If multiple players are respawned, each player can be triggered once when they are respawned.
Application case:
- When any player is resurrected, show "Our teammates are back!" floating window to all players.
Event: Triggered when any player respawns |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Our teammates are back! |
Attributes Change[]
Event description:
- The event trigger mechanism is triggered once when any player attribute changes.
- When the player's attributes change.
Application case:
- When any player's current EXP changes, show "A teammate's attribute has changed!" floating window to all players.
Event: Any player's change of Current EXP |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A teammate's attribute has changed! |
Defeat Target[]
Event description:
- The event trigger mechanism is triggered once when any player defeats another player or any creature.
- When any player defeats other players.
- When any player defeats any creature.
Application case:
- When any player or creature is defeated, show "One player or creature has been defeated!" floating window to all players.
Event: Any player defeats any other player or creature |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is One player or creature has been defeated! |
Attack[]
Event description:
- The event trigger mechanism is triggered once when any player attacks.
- When any player attacks.
- Must hit the target to trigger, including the player.
- Bows and arrows and projectiles must also hit the target, including the player.
- This event is triggered first, followed by the event that hits the target.
- Energy sword right-click skills will not be triggered.
Application case:
- When any player attacks another player or creature, show "A player or a creature was hit!" floating window to all players.
Event: Any player attacks |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A player or a creature was hit! |
Hit Target[]
Event description:
- The event trigger mechanism is triggered once when any player attack hits any player or creature.
- When any player attack hits any player or creature.
- Must hit the target to trigger, including the player.
- Bows and arrows and projectiles must also hit the target, including the player.
- Energy sword right-click skills will not be triggered.
Application case:
- When any player attacks another player or creature, show "A player or a creature was hit!" floating window to all players.
Event: Any player attacks |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A player or a creature was hit! |
Cause damages[]
Event description:
- The event trigger mechanism is triggered once when any player causes damage to any player or creature.
- Any player causes damage to any player.
- Any player causes damage to any creature.
- Bows and arrows and projectiles must also hit the target, including the player.
- Energy sword right-click skills can be triggered.
Application case:
- When any player causes damage to any creature, show "A player or a creature was beaten!" floating window to all players.
Event: Any player cause damage to any player, creature or block |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A player or a creature was beaten! |
Being attacked[]
Event description:
- The event trigger mechanism is triggered once when any player takes damage.
- When any player takes damage.
Application case:
- When any player is injured, show "A player was beaten!" floating window to all players.
Event: Any player takes damage |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A player was beaten! |
Moving[]
Event description:
- The event trigger mechanism is triggered once when any player moves one block way.
- When any player moves one block away.
Application case:
- When any player moves one block away, show "A player moves one block away!" floating window to all players.
Event: Any player move one block away |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A player moves one block away! |
Use emoticons[]
Event description:
- The event trigger mechanism is triggered once when any player uses an emoticon.
- When any player uses an emoticon.
- It will also be triggered when the emoticon is released with a trigger or script.
Application case:
- When any player plays an emoticon, show "Play emoticon successfully!" floating window to all players.
Event: Any player use emoticon |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Play emoticon successfully! |
Use props[]
Event description:
- The event trigger mechanism is triggered once when any player uses a items.
- When any player uses an item.
- Triggerable props are mainly props with right-click function.
- Throwing objects are triggered when they begin to charge up, such as spears and bows.
Application case:
- When any player uses a props, show "Use props successfully!" floating window to all players.
Event: Any player uses an items |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Use props successfully! |
Obtain props[]
Event description:
- This event trigger mechanism is triggered once when any player obtains an item.
- When any player obtains an item.
- When any player picks up the item to the backpack.
- When any player takes out the props from the storage device to the backpack.
Application case:
- When any player obtains an item, show "Obtain the item successfully!" floating window to all players.
Event: Any player obtains any items |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Obtain the item successfully! |
Consumes props[]
Event description:
- This event trigger mechanism is triggered once when any player consumes any items.
- When any player consumes items.
Application case:
- When any player consumes props, show "Consumption props!" floating window to all players.
Event: Any player consumes any items |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Consumption props! |
Click on creature[]
Event description:
- This event trigger mechanism is triggered once when any player clicks on a creature.
- When any player clicks on the creature.
- The PC terminal can be triggered by clicking the left and right keys.
Application case:
- When any player clicks on a creature, show "The creature was clicked!" floating window to all players.
Event: Any player clicks on any creature |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The creature was clicked! |
Click on block[]
Event description:
- This event trigger mechanism is triggered once when any player clicks on a block.
- When any player clicks on the block.
- The PC terminal can be triggered by clicking the left and right keys.
Application case:
- When any player clicks on a block, show "The block has been clicked!" floating window to all players.
Event: Any player uses any blocks |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The block has been clicked! |
Riding mounts[]
Event description:
- This event trigger mechanism is triggered once when any player rides any mount or vehicle.
- When any player rides or rides.
- When any player is riding a vehicle.
Application case:
- When any player rides a ride, show "The mount is so beautiful!" floating window to all players.
Event: Any player rides any mount or vehicle |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The mount is so beautiful! |
Cancel ride[]
Event description:
- This event trigger mechanism is triggered once when any player cancels the ride.
- When any player cancel rides on a ride or vehicle.
Application case:
- When any player cancels the ride, show "Cancel the ride!" floating window to all players.
Event: Any player cancel rides any mount or vehicle |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Cancel the ride! |
Movement status change[]
Event description:
- This event trigger mechanism is triggered once when any player enters a certain state.
- When any player enters a certain state.
- When any player passively enters a certain state.
Application case:
- When any player enters the moving state, show "Someone has moved!" floating window to all players.
Event: Any player enter status Move |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Someone has moved! |
Collision[]
Event description:
- This event trigger mechanism is triggered once when any player collides with other players/mobs.
- When any player collides with any player.
- When any player collides with any creature.
Application case:
- When any player hits any player, show "They collided!" floating window to all players.
Event: Triggered when any player collides |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is They collided! |
Pick up items[]
Event description:
- This event trigger mechanism is triggered once when any player picks up any dropped.
- When any player picks up any drop.
- Each time a drop is picked up, it triggers once.
Application case:
- When any player picks up a dropped object, show "Someone has picked up the dropped object!" floating window to all players.
Event: Any player picks up any drop |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Someone has picked up the dropped object! |
Player enters the area[]
Event description:
- This event trigger mechanism is triggered once when any player enters the area.
- When any player enters the area.
- Region parameters include: the selected area in the world, location, area offset, expanded area, variables.
Application case:
- When any player enters the protected area, show "Someone has entered the protected area!" floating window to all players.
Event: When any player enters protected area |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Someone has entered the protected area! |
Player leaves the area[]
Event description:
- This event trigger mechanism is triggered once when any player leaves the area.
- When any player leaves the area.
- Region parameters include: the selected area in the world, location, area offset, expanded area, variables.
Application case:
- When any player leaves the protected area, show "Someone has left the protected area!" floating window to all players.
Event: When any player leaves protected area |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Someone has left the protected area! |
Armor change[note 1][]
Event description:
- This event trigger mechanism is triggered once when any player's armor bar changes.
- When any player puts on/takes off equipment.
- Shift + right click on PC can be triggered by wearing equipment.
- Use triggers, script interface to put on and take off the equipment can be triggered.
Application case:
- When any player places an armor piece on their armor slots, show "An armor piece was equipped on a player!" floating window to all players.
Event: Any player’s armor bar changes |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is An armor piece was equipped on a player! |
Backpack items changes[]
Event description:
- This event trigger mechanism is triggered once when any player's backpack bar changes.
- When any player’s backpack has props.
- If the backpack has props, it will not be triggered.
- This event is only for backpacks, does not include shortcut bar, armor bar.
Application case:
- When any player puts the lotus leaf in the backpack, show "Someone has picked up the lotus leaf!" floating window to all players.
Event: Any player’s backpack bar changes |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Someone has picked up the lotus leaf! |
Shortcut bar changes[]
Event description:
- This event trigger mechanism is triggered once when any player's shortcut bar changes.
- When any player has items in the shortcut bar.
- If there are props in the shortcut bar, it will not be triggered.
- This event is only for changes in the shortcut bar.
Application case:
- When any player puts the fruit tree in the shortcut bar, show "Someone is going to pick up the energy sword!" floating window to all players.
Event: Any player’s shortcut bar changes |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Someone is going to pick up the energy sword! |
Select shortcut bar[]
Event description:
- This event trigger mechanism is triggered once when any player selects any slots of the shortcut bar.
- When any player selects any slots of the shortcut bar.
- The shortcut field can choose 1~8.
- This event is only triggered for changes in the position of the shortcut bar.
Application case:
- When any player clicks on the shortcut bar 1, show "A player has selected the shortcut bar 1!" floating window to all players.
Event: Any player’s select any slots on shortcut bar |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A player has selected the shortcut bar 1! |
Discard the items[]
Event description:
- This event trigger mechanism is triggered once when any player discards an item.
- When any player discards the item.
Application case:
- When any player discards the fruit tree, show "A player has discarded the fruit tree!" floating window to all players.
Event: Any player’s discards the item |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A player has discarded the fruit tree! |
Put on the armor[note 1][]
Event description:
- This event trigger mechanism is triggered once when any player puts on the armor.
- When any player puts on the armor
- Only triggered for the armor bar, weapons equipped in the shortcut bar cannot be triggered.
Application case:
- When any player puts on the armor, show "A players put on equipment!" floating window to all players.
Event: Any player puts on the armor |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A players put on equipment! |
Get off the armor[note 1][]
Event description:
- This event trigger mechanism is triggered once when any player takes off the armor.
- When any player takes off the armor.
- Only triggered for the equipment bar, weapons equipped in the shortcut bar cannot be triggered.
Application case:
- When any player takes off the equipment, show "A player has taken off the equipment!" floating window to all players.
Event: Any player gets off the armor |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A player has taken off the equipment! |
Show character string in chat frame[]
Event description:
- This event trigger mechanism is triggered once when the chat box displays a string.
- When the string displayed in the chat box matches.
Application case:
- When the chat box displays "123", show "Game Start!" floating window to all players.
Event: Show Character String in chat frame |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Game Start! |
Enter the character string[]
Event description:
- This event trigger mechanism is triggered once when any player enters a string from the chat box.
- When any player enters a string from the chat box and sends it out.
Application case:
- When the player enters and sends "123", show "Game Start!" floating window to all players.
Event: Any player enters Character String |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Game Start! |
Press[]
Event description:
- This event trigger mechanism is triggered once when any player presses the button.
- When any player presses the button.
- Currently supports W (front) S, (rear) A, (left) D, (right), SPACE (jump), SHIFT (sneak).
Application case:
- When the player presses the W button, show "Go forward!" floating window to all players.
Event: Any player Press KEY W |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Go forward! |
Long Press[]
Event description:
- This event trigger mechanism is triggered once when any player presses the button for a long time.
- When any player long presses the button.
- When long press, this event is triggered 4 times per second.
- Currently supports W (front) S, (rear) A, (left) D, (right), SPACE (jump), SHIFT (sneak).
Application case:
- When the player presses the W button for a long time, show "Continue to rush forward!" floating window to all players.
Event: Any player long press KEY W |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Continue to rush forward! |
Release[]
Event description:
- This event trigger mechanism is triggered once when any player releases the button.
- When any player releases the button.
- Currently supports W (front) S, (rear) A, (left) D, (right), SPACE (jump), SHIFT (sneak).
Application case:
- When the player releases the W button, show "Stop it!" floating window to all players.
Event: Any player release KEY W |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Stop it! |
Obtain status effect[]
Event description:
- This event trigger mechanism is triggered once when any player obtains the status effect.
- When any player gets the status (buff).
Application case:
- When the player gets the status effect, show "A player has got the status!" floating window to all players.
Event: Random player obtain status effect |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A player has got the status! |
Lose status effect[]
Event description:
- This event trigger mechanism is triggered once when any player loses the status effect.
- When any player loses the status effect (buff).
Application case:
- When the player loses the status effect, show "A player has lost the status!" floating window to all players.
Event: Random player obtain status effect |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A player has lost the status! |
Lose the specific status effect[]
Event description:
- This event trigger mechanism is triggered once when any player loses the status effect.
- When any player loses the specified status (buff).
Application case:
- When there is no "Fire Level 1" status on any player, show "His fire is extinguished!" floating window to all players.
Event: Random player loses status |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is His fire is extinguished! |
Level change[]
Event description:
- This event trigger mechanism is triggered once when any player's level changes.
- When any player's level changes, including upgrades and downgrades.
Application case:
- When any player's level increases, show "Some friends have upgraded!" floating window to all players.
Event: Random player level change |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Some friends have upgraded! |
Creature Event[]
Being Attacked[]
Event description:
- Trigger this event once when any creature takes damage.
- When any creature is being attacked.
Application case:
- When any creature is hurt, show "A creature is hurt!" floating text to host.
Event: When any creature is harmed |
Condition: - |
Action: Show floating text to Host. Content is A creature is hurt! |
Attack[]
Event description:
- Trigger this event once when any creature is attacking.
- When any creature starts to attack.
Application case:
- When any creature starts to attack, show "A creature is crazy!" floating text to host.
Event: When any creature is attacking |
Condition: - |
Action: Show floating text to Host. Content is A creature is crazy! |
Hit target[]
Event description:
- Trigger this event once when any creature attack hits any player or creature.
- Any creature attack hits any player.
- Any creature attack hits any creature.
Application case:
- When any creature attack hits any player, show "A player has been attacked!" floating text to host.
Event: When any creature hits any other player or creature |
Condition: - |
Action: Show floating text to Host. Content is A player has been attacked! |
Cause damages[]
Event description:
- Trigger this event once when any creature causes damage to any player or creature.
- Any creature causes damage to any player.
- Any creature causes damage to any creature.
Application case:
- When any creature inflicts on any player, show "A player is injured!" floating text to host.
Event: When any creature cause harm on another player or creature |
Condition: - |
Action: Show floating text to Host. Content is A player is injured! |
Creature defeated[]
Event description:
- Trigger this event once when any creature is defeated.
- When any creature is defeated (the creature’s HP is 0).
Application case:
- When any creature is defeated, show "A creature has been defeated!" floating text to host.
Event: When any creature dies |
Condition: - |
Action: Show floating text to Host. Content is A creature has been defeated! |
Defeat target[]
Event description:
- Trigger this event once when any creature defeats the player or other creatures.
- When any creature defeats the player (the player’s HP is 0).
- When any creature defeats other creatures (the target creature’s HP is 0).
Application case:
- When any creature defeats the player, show "A player was defeated by a monster!" floating text to host.
Event: When any creature defeat any other player or creature |
Condition: - |
Action: Show floating text to Host. Content is A player was defeated by a monster! |
Creature enter area[]
Event description:
- Trigger this event once when any creature enters the area.
- When any creature enters the area.
Application case:
- When any creature enters area 1, show "A creature has broken in!" floating text to host.
Event: When any creature enter area 1 |
Condition: - |
Action: Show floating text to Host. Content is A creature has broken in! |
Creature leaves area[]
Event description:
- Trigger this event once when any creature leaves the area.
- When any creature enters the area.
Application case:
- When any creature leaves area 1, show "A creature has escaped!" floating text to host.
Event: When any creature leaves area 1 |
Condition: - |
Action: Show floating text to Host. Content is A creature has escaped! |
Creature motion state change[]
Event description:
- Trigger this event once when any creature enters status.
- When any creature enters a state of action.
- The biological action state includes standby, strolling, etc.
Application case:
- When any creature enters the swimming state, show "A creature has fallen into the water!" floating text to host.
Event: When any creature enter status Swimming |
Condition: - |
Action: Show floating text to Host. Content is A creature has fallen into the water! |
Collision[]
Event description:
- Trigger this event once when any creature collides with the player or other creatures.
- When any creature collides with any player.
- When any creature collides with any creature.
Application case:
- When any creature collides with any creature, show "They collided!" floating text to host.
Event: When any creature collide with players or other creatures |
Condition: - |
Action: Show floating text to Host. Content is They collided! |
Attribute change[]
Event description:
- Trigger this event once when the attribute of any creature changes.
- When the attribute of any creature changes.
- The attributes of creatures include: maximum health, current health, movement speed, model size, etc.
Application case:
- When the volume of any creature changes, show "It's deformed!" floating text to host.
Event: When any creature’s Modal size change |
Condition: - |
Action: Show floating text to Host. Content is It's deformed! |
Be created[]
Event description:
- Trigger this event once when any creature is created.
- When any creature is created (spawning monsters).
- When creatures are created by triggers and scripts.
- When the biological egg is placed.
- When the spawning block is executed.
Application case:
- When any creature is created, show "The number of creatures on this map has increased again!" floating text to host.
Event: When any creature is created |
Condition: - |
Action: Show floating text to Host. Content is The number of creatures on this map has increased again! |
Obtain status effect[]
Event description:
- Trigger this event once when any creature gains a status effect.
- When any creature gains the status effect (buff).
Application case:
- When any creature gets the status effect, show "A creature gets a new status effect!" floating text to host.
Event: Random creature obtains status effect |
Condition: - |
Action: Show floating text to Host. Content is A creature gets a new status effect! |
Lose status effect[]
Event description:
- Trigger this event once when any creature loses its status effect.
- When any creature loses its status effect (buff).
Application case:
- When any creature loses its status effect, show "A creature has lost its status effect!" floating text to host.
Event: Random creature loses status effect |
Condition: - |
Action: Show floating text to Host. Content is A creature has lost its status effect! |
Lose specific status effect[]
Event description:
- Trigger this event once when any creature loses the effect of the specified state.
- When any creature loses the specified status effect (buff).
Application case:
- When any creature loses its level 1 caught in fire effect, show "It doesn’t burn anymore!" floating text to host.
Event: Random creature loses Caught in fire(LV.1) |
Condition: - |
Action: Show floating text to Host. Content is It doesn’t burn anymore! |
Block Event[]
When finish digging[]
Event description:
- Trigger this event once when any block is mined.
- When any block is mined.
- It will only be triggered after the block is successfully mined.
Application case:
- When any square is dug, show "The square has been mined!" floating window to all players.
Event: When any block has been mined |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The square has been mined! |
When being destroyed[]
Event description:
- Trigger this event once when any block is destroyed.
- When any block is destroyed.
- It will only be triggered after the block is successfully destroyed.
- Destruction methods include non-digging destruction such as grenades and explosive eggs.
Application case:
- When any block is destroyed, show "The block is destroyed!" floating window to all players.
Event: When any block is broke |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The block is destroyed! |
Block charging status[]
Event description:
- Trigger this event once when the switch state of any block changes.
- When the block switch status changes.
- Storage boxes, windows, buttons, levers, and fence doors can all be triggered.
Application case:
- When the lever switch is clicked, show "The state of the switch has changed!" floating window to all players.
Event: When any block's charging state changed |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The state of the switch has changed! |
Item changes in storage container[]
Event description:
- Trigger this event once when the props in any storage container is changed.
- When the props in the block with storage function are changed.
- When the items in the storage box or furnace are changed.
Application case:
- When the storage container props is changed, show "The storage box props changed!" floating window to all players.
Event: When any items in storage changes |
Condition: Type of block in event is Storage Box |
Action: Display text in a floating window to every player in All player. Content is The storage box props changed! |
Be created[]
Event description:
- Trigger this event once when any block is created.
- When any block is created.
- When placing blocks.
- When creating blocks with triggers and scripts.
Application case:
- When a block is created, show "A new block is generated!" floating window to all players.
Event: When any block is created |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is A new block is generated! |
When container is put in[]
Event description:
- Trigger this event once when the props in any storage container are put in.
- When storing props in a block with storage function.
- Container block refers to: storage box, furnace.
Application case:
- When fruit trees are placed in the storage box, show "Fruitwood have been added to the storage box!" floating window to all players.
Event: When any container is put in |
Condition: Item type in event is Fruitwood Type of block in event is Storage Box |
Action: Display text in a floating window to every player in All player. Content is Fruitwood have been added to the storage box! |
When container is taken out[]
Event description:
- Trigger this event once when the props in any storage container are taken out.
- When the props in the block with storage function are taken out.
- Container block refers to: storage box, furnace.
Application case:
- When fruit trees are taken out in the storage box, show "Fruitwood have been taken out to the storage box!" floating window to all players.
Event: When any container is taken out |
Condition: Item type in event is Fruitwood Type of block in event is Storage Box |
Action: Display text in a floating window to every player in All player. Content is Fruitwood have been taken out to the storage box! |
Item Event[]
Hit by projectile[]
Event description:
- Trigger this event once when any projectile hits any player, creature, or block.
- When any projectile hits any player.
- When any projectile hits a creature.
- When any projectile hits a block.
- Effective throws include: spears, snowballs, lucky bags, firearms and bullets.
Application case:
- When using a spear to kill a chicken, show "A chicken died under the attack of a spear!" floating window to all players.
Event: When any projectile hits any other player, creature or block |
Condition: Target creature in event is Chicken Item type in event is Stone Spear |
Action: Display text in a floating window to every player in All player. Content is A chicken died under the attack of a spear! |
Projectile enter area[]
Event description:
- Trigger this event once when any thrown object enters the area.
- When any projectile enters the area.
Application case:
- When the spear enters the center area, show "Hit the bullseye!" floating window to all players.
Event: When any projectile enter the center area |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Hit the bullseye! |
Projectile leaves area[]
Event description:
- Trigger this event once when any projectile leaves the area.
- When any thrown object leaves the area.
Application case:
- When the spear is picked up in the area (leaving the area), show "Pick up the spear again!" floating window to all players.
Event: When any projectile leave the center area |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Pick up the spear again! |
Drop item enter area[]
Event description:
- Trigger this event once when any dropped item enters the area.
- When any falling objects enter the area.
Application case:
- When a dropped object enters the clearing area, show "There is a drop in the empty area!" floating window to all players.
Event: When any drop item enters clearing area |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is There is a drop in the empty area! |
Drop item leaves area[]
Event description:
- Trigger this event once when any dropped object leaves the area.
- When any dropped objects leave the area.
Application case:
- When the dropped objects leave the clearing area, show "The dropped objects in the clearing area have disappeared!" floating window to all players.
Event: When any drop item leaves clearing area |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The dropped objects in the clearing area have disappeared! |
Picking up drop item[]
Event description:
- Trigger this event once when any dropped object is picked up.
- When any drop is picked up.
Application case:
- When the dropped object is picked up, show "The dropped object has been picked up!" floating window to all players.
Event: When any drop item is picked up |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The dropped object has been picked up! |
Drop items disappear[]
Event description:
- Trigger this event once when any dropped object disappears.
- When any drop disappears.
Application case:
- When the dropped object disappears, show "The dropped object disappeared!" floating window to all players.
Event: When any drop item disappeared |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The dropped object disappeared! |
Projectile is created[]
Event description:
- Trigger this event once when any thrown object is created.
- When any thrown object is created.
Application case:
- When a thrown object is created, show "The thrown object is created!" floating window to all players.
Event: Random projectile is created |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The thrown object is created! |
Special Effects Event[]
Special effects is created at random position[]
Event description:
- Trigger this event once when a special effect is created at any position.
- When special effects are created anywhere.
Application case:
- When any special effect is created, show "The special effect is successfully released!" floating window to all players.
Event: Special effect is created at random position |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The special effect is successfully released! |
Special effects is created on random player[]
Event description:
- Trigger this event once when any player's special effect is created.
- When special effects are created on any player.
Application case:
- When a special effect is created on the player, show "Special effects are generated on the player!" floating window to all players.
Event: Special effect is created at random player |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Special effects are generated on the player! |
Special effects is created on random creature[]
Event description:
- Trigger this event once when any player creature special effect is created.
- When special effects are created on any creature.
Application case:
- When a special effect is created on a creature, show "Special effects are generated on the creature!" floating window to all players.
Event: Special effect is created at random creature |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Special effects are generated on the creature! |
Random special effect of projectile is created[]
Event description:
- Trigger this event once when any throwing object special effect is created.
- When any throwing object special effect is created.
Application case:
- When the throwing object special effect is created, show "The throwing object special effect is generated!" floating window to all players.
Event: Random special effect of projectile is created |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The throwing object special effect is generated! |
Random special effect of projectile is created[]
Event description:
- Trigger this event once when any throwing object special effect is created.
- When any throwing object special effect is created.
Application case:
- When the throwing object special effect is created, show "The throwing object special effect is generated!" floating window to all players.
Event: Random special effect of projectile is created |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The throwing object special effect is generated! |
Recipe Event[]
When the formulation is complete[]
Event description:
- Trigger this event once when a player synthesizes an item.
- When an item is made in a toolbox.
Application case:
- When fruitwood board is made in a toolbox, show "Some fruitwood board was made!" floating window to all players.
Event: When random formulation is complete |
Condition: Item type in event is Fruitwood Board |
Action: Display text in a floating window to every player in All player. Content is Some fruitwood board was made! |
Smelt Event[]
When smelting starts[]
Event description:
- Trigger this event once when an item is being smelted.
- When an item is being smelted.
Application case:
- When an item is being smelted, show "Someone is smelting some ores!" floating window to all players.
Event: When random smelting starts |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Someone is smelting some ores! |
When smelting finishes[]
Event description:
- Trigger this event once when an item has finish smelting.
- When an item has finish smelting.
Application case:
- When an item has finish smelting, show "Your ores are ready!" floating window to all players.
Event: When random smelting generates output |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Your ores are ready! |
Storyline[]
When story begins[]
Event description:
- Trigger this event once when a storyline is being played.
- When a storyline is being played.
Application case:
- When a storyline is being played, show "The movie is starting!" floating window to all players.
Event: When random story starts |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is The movie is starting! |
When story ends[]
Event description:
- Trigger this event once when a storyline has finished playing.
- When a storyline has finished playing.
Application case:
- When a storyline has finished playing, show "Finally, the movie is over!" floating window to all players.
Event: When random story ends |
Condition: - |
Action: Display text in a floating window to every player in All player. Content is Finally, the movie is over! |