Mini World: CREATA Wiki
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Trigger event is an event that will trigger an action.

World Events[]

Trigger Event - World

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[]

Trigger Event - Game Logic

Game Logic Events

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[]

Trigger Event - Player

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[]

Trigger Event - Creature

Creature

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[]

Trigger Event - Block

Block Events

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[]

Trigger Event - Item

ItemEvents

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[]

Trigger Event - Special Effects

Special Effects Events

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[]

Trigger Event - Recipe

Recipe Events

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[]

Trigger Event - Smelt

Smelt Events

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[]

Trigger Event - Storyline

Storyline Events

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!

Notes[]

  1. 1.0 1.1 1.2 "Armour" in some English remixes.
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