Skip to content

Event List

ClientTickEndEvent

This event is dispatched when the current tick of client ends executing

Event is cancellable: false

Fields:

  • player: Player

CommandExecuteEvent

This event is dispatched when command gets executed

Event is cancellable: true

Fields:

  • command: Command
  • executor: CommandExecutor
  • raw: String

CommandSuggestionEvent

This event is dispatched when client requests command suggestions

Event is cancellable: true

Fields:

  • command: String
  • player: Player

EntityDamageEvent

This event is dispatched when entity takes damage

Event is cancellable: true

Fields:

  • attacker: Entity?
  • damage: float
  • damageType: DamageType
  • entity: Entity
  • projectile: Entity?

EntityDeathEvent

This event is dispatched when entity dies

Event is cancellable: true

Fields:

  • entity: Entity

EntityDismountVehicleEvent

This event is dispatched when player tries to dismount from a vehicle

Event is cancellable: true

Fields:

  • passenger: Entity
  • vehicle: Entity

EntityRideVehicleEvent

This event is dispatched when player tries to mount an vehicle

Event is cancellable: true

Fields:

  • passenger: Entity
  • vehicle: Entity

EntityViewerAddEvent

This event is dispatched when viewer is added to an entity viewer list

Event is cancellable: true

Fields:

  • entity: Entity
  • viewer: Player

EntityViewerRemoveEvent

This event is dispatched when viewer is removed from entity viewer list

Event is cancellable: true

Fields:

  • entity: Entity
  • viewer: Player

HorseJumpEvent

This event is dispatched when player's horse starts or stops jumping

Event is cancellable: false

Fields:

  • isJumping: boolean
  • player: Player

ItemGroupCooldownEndEvent

This event is dispatched when group or item cooldown ends for a player

Event is cancellable: false

Fields:

  • cooldown: ItemGroupCooldown
  • player: Player

ItemGroupCooldownStartEvent

This event is dispatched when group or item cooldown starts for a player

Event is cancellable: true

Fields:

  • cooldown: ItemGroupCooldown
  • player: Player

PacketReceivedEvent

This event is dispatched server receives packet from client

Event is cancellable: true

Fields:

  • connection: ChannelHandlerContext
  • id: int
  • packet: ServerboundPacket
  • processor: PlayerNetworkManager
  • size: int

PacketSentEvent

This event is dispatched server sends packet to client

Event is cancellable: true

Fields:

  • connection: ChannelHandlerContext
  • packet: ClientboundPacket
  • processor: PlayerNetworkManager

PlayerBedLeaveEvent

This event is dispatched when player leaves bed

Event is cancellable: false

Fields:

  • player: Player

PlayerBlockBreakEvent

This event is dispatched when player breaks a block

Event is cancellable: true

Fields:

  • block: Block
  • location: Location
  • player: Player

PlayerBlockPlaceEvent

This event is dispatched when player places a block

Event is cancellable: true

Fields:

  • block: Block
  • location: Location
  • player: Player

PlayerBlockRightClickEvent

This event is dispatched when player interacts with block (right click)

Event is cancellable: false

Fields:

  • block: Block
  • face: Direction
  • heldItem: ItemStack
  • location: Location
  • player: Player

PlayerCancelledDiggingEvent

This event is dispatched when player cancels digging of a block

Event is cancellable: false

Fields:

  • block: Block
  • location: Location
  • player: Player

PlayerChangeWorldEvent

This event is dispatched when player changes worlds

Event is cancellable: false

Fields:

  • newWorld: World
  • oldWorld: World
  • player: Player

PlayerChatMessageEvent

This event is dispatched when player sends a chat message

Event is cancellable: true

Fields:

  • message: String
  • player: Player

PlayerClientConfigurationEvent

This event is dispatched server receives information about client's configuration (client settings)

Event is cancellable: false

Fields:

  • configuration: ClientConfiguration
  • player: Player

PlayerConnectEvent

This event is dispatched player connects to the server, before joining

Event is cancellable: false

Fields:

  • player: Player

PlayerDamageEntityEvent

This event is dispatched when player attacks another entity

Event is cancellable: true

Fields:

  • entity: Entity
  • player: Player

PlayerDamageEvent

This event is dispatched when player is damaged

Event is cancellable: true

Fields:

  • attacker: Entity?
  • damage: float
  • damageType: DamageType
  • player: Player
  • projectile: Entity?

PlayerDeathEvent

This event is dispatched when player dies

Event is cancellable: true

Fields:

  • player: Player

PlayerDisconnectEvent

This event is dispatched when player disconnects

Event is cancellable: false

Fields:

  • player: Player

PlayerDropItemEvent

This event is dispatched when player drops item

Event is cancellable: true

Fields:

  • itemStack: ItemStack
  • player: Player

PlayerElytraFlyingStartEvent

This event is dispatched when player starts flying with elytra (not flight state change)

Event is cancellable: false

Fields:

  • player: Player

PlayerEnterBoundEvent

This event is dispatched when player enters a bound

Event is cancellable: false

Fields:

  • bound: Bound
  • player: Player

PlayerEnterChunkEvent

This event is dispatched when player enters new chunk

Event is cancellable: false

Fields:

  • newChunkPos: ChunkPos?
  • oldChunkPos: ChunkPos
  • player: Player

PlayerEquipEvent

This event is dispatched when player equips piece of equipment

Event is cancellable: false

Fields:

  • item: ItemStack
  • player: Player
  • slot: EquipmentSlot

PlayerFinishedDiggingEvent

This event is dispatched when player finishes digging a block

Event is cancellable: false

Fields:

  • block: Block
  • location: Location
  • player: Player

PlayerFlightToggleEvent

This event is dispatched when player toggles flight

Event is cancellable: true

Fields:

  • flying: boolean
  • player: Player

PlayerInteractAtEntityEvent

This event is dispatched when player interacts with entity. Provides XYZ of click point unlike normal PlayerInteractWithEntityEvent

Event is cancellable: true

Fields:

  • clickPoint: Vector3f
  • entity: Entity
  • interactionHand: PlayerHand
  • player: Player

PlayerInteractWithEntityEvent

This event is dispatched when player interacts with an entity

Event is cancellable: true

Fields:

  • entity: Entity
  • interactionHand: PlayerHand
  • player: Player

PlayerIputEvent

This event is dispatched when player uses movement input

Event is cancellable: false

Fields:

  • backward: boolean
  • forward: boolean
  • jump: boolean
  • left: boolean
  • player: Player
  • right: boolean
  • shift: boolean
  • sprint: boolean

PlayerJoinEvent

This event is dispatched when player enters the PLAY phase

Event is cancellable: false

Fields:

  • player: Player

PlayerLeaveBoundEvent

This event is dispatched When player leaves a bound

Event is cancellable: false

Fields:

  • bound: Bound
  • player: Player

PlayerLeaveEvent

This event is dispatched when player leaves the server (during PLAY phase)

Event is cancellable: false

Fields:

  • player: Player

PlayerMoveEvent

This event is dispatched player moves or rotates their head

Event is cancellable: true

Fields:

  • isOnlyHeadMovement: boolean
  • newLocation: Location
  • oldLocation: Location
  • player: Player

PlayerRespawnEvent

This event is dispatched when player respawns after dying

Event is cancellable: false

Fields:

  • isBecauseOfDeath: boolean
  • player: Player

PlayerRightClickWithItemEvent

This event is dispatched when player right clicks with item in hand

Event is cancellable: true

Fields:

  • item: ItemStack
  • player: Player

PlayerSelectedHotbarSlotChangeEvent

This event is dispatched when player changes their held slot

Event is cancellable: true

Fields:

  • player: Player
  • slot: int

PlayerSendFeatureFlagsEvent

This event is dispatched server sends feature flags to client during configuration

Event is cancellable: false

Fields:

  • featureFlags: List<FeatureFlag>

PlayerSneakToggleEvent

This event is dispatched when player's sneaking state changes

Event is cancellable: false

Fields:

  • player: Player
  • sneaking: boolean

PlayerSpawnEvent

This event is dispatched when player is in configuration phase and needs initial world to spawn in

Event is cancellable: false

Fields:

  • player: Player
  • world: World

PlayerSprintToggleEvent

This event is dispatched when player changes sprinting state

Event is cancellable: false

Fields:

  • player: Player
  • sprinting: boolean

PlayerStartDiggingBlockEvent

This event is dispatched when player starts digging a block

Event is cancellable: false

Fields:

  • block: Block
  • location: Location
  • player: Player

PlayerSteerVehicleEvent

This event is dispatched when player steers a vehicle

Event is cancellable: false

Fields:

  • location: Location
  • player: Player
  • vehicle: Entity

PlayerSwingHandEvent

This event is dispatched when player swings their hand

Event is cancellable: false

Fields:

  • hand: PlayerHand
  • player: Player

PlayerVehicleInventoryOpenEvent

This event is dispatched when player opens vehicle's inventory while riding it

Event is cancellable: true

Fields:

  • player: Player

PluginMessageReceivedEvent

This event is dispatched server receives plugin message from client (Custom Payload Packet)

Event is cancellable: true

Fields:

  • channel: String
  • data: ByteBuf
  • player: Player

RegisterPluginChannelsEvent

This event is dispatched when server receives the minecraft:register plugin message with list of custom channels

Event is cancellable: false

Fields:

  • channels: List<String>
  • player: Player

ServerBrandEvent

This event is dispatched server sends the server brand to client during configuration

Event is cancellable: false

Fields:

  • brand: String

ServerFinishLoadEvent

This event is dispatched server finishes loading

Event is cancellable: false

Fields:

  • server: DockyardServer

ServerListPingEvent

This event is dispatched client requests motd/status

Event is cancellable: false

Fields:

  • playerNetworkManager: PlayerNetworkManager
  • status: ServerStatus

ServerStartEvent

This event is dispatched server starts (before loading starts)

Event is cancellable: false

Fields:

ServerTickEvent

This event is dispatched when server ticks

Event is cancellable: false

Fields:

  • serverTicks: int

UnregisterPluginChannelsEvent

This event is dispatched when server receives the minecraft:unregister plugin message with list of custom channels

Event is cancellable: false

Fields:

  • channels: List<String>
  • player: Player

WorldFinishLoadingEvent

This event is dispatched when world is finished loading

Event is cancellable: false

Fields:

  • world: World

WorldTickEvent

This event is dispatched when world ticks

Event is cancellable: true

Fields:

  • scheduler: CustomRateScheduler
  • world: World