Trigger Event

Trigger event is an event that will trigger an action.

* 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**.

## 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** .

### 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**.

### 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** .

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

## 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### Armor change

**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**.

### 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**.

### 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**.

### 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**.

### 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**.

### Put on the armor

**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**.

### Get off the armor

**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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

## 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

## 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**.

 **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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

## 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

### 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**.

## 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**.

### 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**.

### 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**.

### 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**.

### 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**.

## 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**.

## 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**.

### 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**.

## 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**.

### 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**.

## Notes

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