Here you can find the definition of some objects returned by the script API.
名称 | 类型 | 方块JS API对象 | 描述 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
__identifier__ | 字符串 | READ ONLY. This is the identifier for the object in the format namespace:name. For example, if the type is block and the object is representing a block of bedrock, the identifier would be minecraft:bedrock | |||||||||||||
__type__ | 字符串 | READ ONLY. This defines the type of object. Will be: "block". | |||||||||||||
block_position | JavaScript对象 | READ ONLY. This is the position of the block and it functions as part of its unique identifier.参数
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ticking_area | JavaScript对象 | READ ONLY. This is the ticking area object that was used to get this block. |
名称 | 类型 | 组件JS API对象 | 描述 |
---|---|---|---|
__type__ | 字符串 | READ ONLY. This defines the type of object. Will be: "component". | |
data | JavaScript对象 | This is the content of the component. |
名称 | 类型 | 实体JS API对象 | 描述 |
---|---|---|---|
__identifier__ | 字符串 | READ ONLY. This is the identifier for the object in the format namespace:name. For example, if the type is entity and the object is representing a vanilla cow, the identifier would be minecraft:cow | |
__type__ | 字符串 | READ ONLY. This defines the type of object. Can be: "entity" or "item_entity". | |
id | 正整数 | READ ONLY. This is the unique identifier of the entity. |
名称 | 类型 | 实体常加载区域JS API对象 | 描述 |
---|---|---|---|
__type__ | 字符串 | READ ONLY. This defines the type of object. Will be: "entity_ticking_area". | |
entity_ticking_area_id | 正整数 | READ ONLY. This is the unique identifier of the ticking area. |
名称 | 类型 | 物品堆叠JS API对象 | 描述 |
---|---|---|---|
__identifier__ | 字符串 | READ ONLY. This is the identifier for the object in the format namespace:name. For example, if the type is entity and the object is representing a vanilla cow, the identifier would be minecraft:cow | |
__type__ | 字符串 | READ ONLY. This defines the type of object. Will be: "item_stack". | |
count | 字符串 | READ ONLY. This is the number of items in the stack. | |
item | 字符串 | READ ONLY. This is the identifier of the item. |
名称 | 类型 | 存档JS API对象 | 描述 |
---|---|---|---|
__type__ | 字符串 | READ ONLY. This defines the type of object. Will be: "level". | |
level_id | 正整数 | READ ONLY. This is the unique identifier of the level. |
名称 | 类型 | 存档常加载区域JS API对象 | 描述 |
---|---|---|---|
__type__ | 字符串 | READ ONLY. This defines the type of object. Will be: "level_ticking_area". | |
level_ticking_area_id | 字符串 | READ ONLY. This is the unique identifier of the ticking area. |
名称 | 类型 | 查询JS API对象 | 描述 |
---|---|---|---|
__type__ | 字符串 | READ ONLY. This defines the type of object. Will be: "query". | |
query_id | 正整数 | READ ONLY. This is the unique identifier of the query. |
There are two types of ticking area objects. Entity and Level. When a function calls for a ticking area it can take either type as an argument.返回顶部
Bindings are the capabilities of the Minecraft Script Engine to change or modify things in the game.
These functions define how you interact with blocks.
Allows you to get a block from the world when provided a JavaScript object containing a position. The block must be within a ticking area.
名称 | 类型 | 描述 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PositionObject | JavaScript对象 | A JavaScript object with the x, y, and z position of the block you want参数
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Ticking Area | 常加载区域JS API对象 | The ticking area the block is in |
类型 | 值 |
---|---|
方块JS API对象 | An object containing the block |
Allows you to get a block from the world when provided an x, y, and z position. The block must be within a ticking area.
名称 | 类型 | 描述 |
---|---|---|
Ticking Area | 常加载区域JS API对象 | The ticking area the block is in |
x | 整数 | The x position of the block you want |
y | 整数 | The y position of the block you want |
z | 整数 | The z position of the block you want |
类型 | 值 |
---|---|
JavaScript对象 | Something went wrong when retrieving the block |
方块JS API对象 | An object containing the block |
Allows you to get an array of blocks from the world when provided a minimum and maximum position. The blocks must be within a ticking area. This call can be slow if given a lot of blocks, and should be used infrequently.
名称 | 类型 | 描述 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Maximum PositionObject | JavaScript对象 | A JavaScript object with the maximum x, y, and z position of the blocks you want参数
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Minimum PositionObject | JavaScript对象 | A JavaScript object with the minimum x, y, and z position of the blocks you want参数
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Ticking Area | 常加载区域JS API对象 | The ticking area the blocks are in |
类型 | 值 |
---|---|
数组 | A 3D array of block objects. Indexs are the blocks positions relative to the min position given |
JavaScript对象 | Something went wrong when retrieving the blocks |
Allows you to get an array of blocks from the world when provided a minimum and maximum x, y, and z position. The blocks must be within a ticking area. This call can be slow if given a lot of blocks, and should be used infrequently.
名称 | 类型 | 描述 |
---|---|---|
Ticking Area | 常加载区域JS API对象 | The ticking area the blocks are in |
x max | 整数 | The maximum x position of the blocks you want |
x min | 整数 | The minimum x position of the blocks you want |
y max | 整数 | The maximum y position of the blocks you want |
y min | 整数 | The minimum y position of the blocks you want |
z max | 整数 | The maximum z position of the blocks you want |
z min | 整数 | The minimum z position of the blocks you want |
类型 | 值 |
---|---|
数组 | A 3D array of block objects. Indexes are the blocks positions relative to the min position given |
JavaScript对象 | Something went wrong when retrieving the blocks |
Applies the component and any changes made to it in script back to the entity. What this means for each component can be slightly different: it makes the component reload on the entity with the new data as if it had just been added to the entity.
名称 | 类型 | 描述 |
---|---|---|
ComponentObject | 组件JS API对象 | The component object retrieved from the entity that was returned by either createComponent() or getComponent() |
EntityObject | 实体JS API对象 | The entity object that we are applying the component changes to |
类型 | 值 |
---|---|
布尔值 | The component was successfully updated |
将更新应用至一个实体的组件
let globals = { pig: null }; const mySystem = server.registerSystem(0, 0); mySystem.update = function() { if(globals.pig == null) { globals.pig = this.createEntity("entity", "minecraft:pig"); } else { let positionComponent = this.getComponent(globals.pig, "minecraft:position"); positionComponent.data.y += 0.1; this.applyComponentChanges(globals.pig, positionComponent); } };
Creates the specified component and adds it to the entity. This should only be used with custom components which need to be registered first. If the entity already has the component, this will retrieve the component already there instead.
名称 | 类型 | 描述 |
---|---|---|
ComponentIdentifier | 字符串 | The identifier of the component to add to the entity. This is either the identifier of a built-in component (check the Script Components section) or a custom component created with a call to registerComponent() |
EntityObject | 实体JS API对象 | The EntityObject that was retrieved from a call to createEntity() or retrieved from an event |
类型 | 值 |
---|---|
组件JS API对象 | An object with the following fields, and additionally, all the fields as defined in the component |
let globals = { ready: false }; const mySystem = server.registerSystem(0, 0); mySystem.initialize = function() { this.registerComponent("myPack:myCustomComponent", { myString: "string", myNumber: 0, myBool: true, myArray: [1, 2, 3] }); } mySystem.update = function() { if(globals.ready == false) { globals.ready = true; let myEntity = this.createEntity(); if(myEntity != null) { let myComponent = this.createComponent(myEntity, "myPack:myCustomComponent"); } } };
Removes the specified component from the given entity. If the entity has the component, it will be removed. Currently this only works with custom components and can't be used to remove components defined for an entity in JSON.
名称 | 类型 | 描述 |
---|---|---|
ComponentIdentifier | 字符串 | The identifier of the component to remove from the entity. This is either the identifier of a built-in component (check the Script Components section) or a custom component created with a call to registerComponent() |
EntityObject | 实体JS API对象 | The EntityObject that was retrieved from a call to createEntity() or retrieved from an event |
类型 | 值 |
---|---|
布尔值 | The component was successfully removed from the entity |
let globals = { myEntity: null }; const mySystem = server.registerSystem(0, 0); mySystem.initialize = function() { this.registerComponent("myPack:myCustomComponent", { myString: "string", myNumber: 0, myBool: true, myArray: [1, 2, 3] }); }; mySystem.update = function() { if(globals.myEntity == null) { globals.myEntity = this.createEntity(); } else { if(this.hasComponent(globals.myEntity, "myPack:myCustomComponent")) { this.destroyComponent(globals.myEntity, "myPack:myCustomComponent"); } else { this.createComponent(globals.myEntity, "myPack:myCustomComponent"); } } };
Looks for the specified component in the entity. If it exists, retrieves the data from the component and returns it.
名称 | 类型 | 描述 |
---|---|---|
ComponentIdentifier | 字符串 | The identifier of the component to retrieve from the entity. This is either the identifier of a built-in component (check the Script Components section) or a custom component created with a call to registerComponent() |
EntityObject | 实体JS API对象 | The EntityObject that was retrieved from a call to createEntity() or retrieved from an event |
类型 | 值 | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
组件JS API对象 | An object with the following fields, and additionally, all the fields as defined in the component组件JS API对象
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let globals = { ready: false }; const mySystem = server.registerSystem(0, 0); mySystem.update = function() { if(globals.ready == false) { globals.ready = true; let entity = this.createEntity("entity", "minecraft:pig"); let positionComponent = this.getComponent(entity, "minecraft:position"); if (positionComponent != null) { positionComponent.data.x = 0; positionComponent.data.y = 0; positionComponent.data.z = 0; } } };
Checks if the given entity has the specified component.
名称 | 类型 | 描述 |
---|---|---|
ComponentIdentifier | 字符串 | The identifier of the component to check on the entity. This is either the identifier of a built-in component (check the Script Components section) or a custom component created with a call to registerComponent() |
EntityObject | 实体JS API对象 | The EntityObject that was retrieved from a call to createEntity() or retrieved from an event |
类型 | 值 |
---|---|
布尔值 | The EntityObject has the component |
let globals = { ready: false }; const mySystem = server.registerSystem(0, 0); mySystem.update = function() { if(globals.ready == false) { globals.ready = true; let entity = this.createEntity("entity", "minecraft:pig"); if(this.hasComponent(entity, "minecraft:nameable")) { // Do some work } } };
Creates a custom component that only exists in script. It can be then added, removed, and updated from entities. These custom components only exist while the Script Engine is running.
名称 | 类型 | 描述 |
---|---|---|
ComponentData | JavaScript对象 | A JavaScript Object that defines the name of the fields and the data each field holds inside the component. |
ComponentIdentifier | 字符串 | The identifier of the custom component. It is required to use a namespace so you can uniquely refer to it later without overlapping a name with a built-in component: for example 'myPack:myCustomComponent' |
类型 | 值 |
---|---|
布尔值 | The component was successfully registered |
const mySystem = server.registerSystem(0, 0); mySystem.initialize = function() { this.registerComponent("myPack:myCustomComponent", { myString: "string", myNumber: 0, myBool: true, myArray: [1, 2, 3] }); };
Creates an empty entity with no components and does not place it in the world. The empty entity will be of type custom and have a blank identifier. This is NOT a valid entity that exists in the world, just an empty one that only scripts know about.NOTE: Entities are created first on the server, with the client notified of new entities afterwards. Be aware that if you send the result object to the client right away, the created entity might not exist on the client yet.
类型 | 值 |
---|---|
实体JS API对象 | An object representing the newly created entity |
Creates an entity and applies the specified template as defined in JSON. This allows you to quickly create an entity from the applied Behavior Packs as the base for an entity created in scripting. The entity will be spawned into the world with all the components, component groups, and event triggers that are defined in the JSON file of the identifier specified. Only works on scripts registered on the server.NOTE: Entities are created first on the server, with the client notified of new entities afterwards. Be aware that if you send the result object to the client right away, the created entity might not exist on the client yet.
名称 | 类型 | 描述 |
---|---|---|
TemplateIdentifier | 字符串 | This can be any of the entity identifiers from the applied Behavior Packs. For example specifying minecraft:cow here will make the provided entity a cow as defined in JSON |
类型 | 字符串 | Specifies the type of the entity that is being created by the template. Valid inputs are `entity` and `item_entity` |
类型 | 值 |
---|---|
实体JS API对象 | An object representing the newly created entity |
Destroys an entity identified by the EntityObject. If the entity exists in the world this will remove it from the world and destroy it. This also makes the EntityObject no longer valid - you should only destroy an entity after you are done with it and no longer need to reference it again. This does NOT kill the entity. There won't be an event for its death: it will be removed.
名称 | 类型 | 描述 |
---|---|---|
EntityObject | 实体JS API对象 | The object that was retrieved from a call to createEntity() or retrieved from an entity event |
类型 | 值 |
---|---|
布尔值 | The entity was successfully destroyed |
Checks if the given EntityObject corresponds to a valid entity.
名称 | 类型 | 描述 |
---|---|---|
EntityObject | 实体JS API对象 | The object that was retrieved from a call to createEntity() or retrieved from an entity event |
类型 | 值 |
---|---|
布尔值 | The entity is in the Script Engine's database of entities |
Entity Queries are a way for you to filter for entities based on their components. Once you have registered a query, you can request all the entities that are captured by it. Entity Queries will only ever return entities that are currently active in the level. If your query extends into chunks that are not currently loaded, entities there will not be included in the query.
Allows you to add filters to your query. The query will only contain entities that have all the components specified.By default no filters are added. This will allow queries to capture all entities.
名称 | 类型 | 描述 |
---|---|---|
ComponentIdentifier | 字符串 | This is the identifier of the component that will be added to the filter list. Only entities that have that component will be listed in the query |
Query | 查询JS API对象 | The object containing the ID of the query that you want to apply the filter to |
let globals = { simpleQuery: null }; const mySystem = server.registerSystem(0, 0); mySystem.initialize = function() { globals.simpleQuery = this.registerQuery(); }; mySystem.update = function() { globals.simpleQuery = this.registerQuery(); this.addFilterToQuery(globals.simpleQuery, "minecraft:explode"); let explodingEntities = this.getEntitiesFromQuery(globals.simpleQuery); for(var entity in explodingEntities) { server.log(JSON.stringify(entity)); } };返回顶部
Allows you to fetch the entities captured by a query.
名称 | 类型 | 描述 |
---|---|---|
Query | 查询JS API对象 | This is the query you registered earlier using registerQuery() |
类型 | 值 |
---|---|
数组 | An array of EntityObjects representing the entities found within the query |
const mySystem = server.registerSystem(0, 0); mySystem.update = function() { let simpleQuery = this.registerQuery(); let allEntities = this.getEntitiesFromQuery(simpleQuery); for(var entity in allEntities) { server.log(JSON.stringify(entity)); } };
Allows you to fetch the entities captured by a query that was created with a component filter built-in. The only entities that will be returned are those entities that have the component that was defined when the query was registered and that have a value in the three fields on that component that were defined in the query within the values specified in the call to getEntitiesFromQuery.
名称 | 类型 | 描述 |
---|---|---|
ComponentField1_Max | 小数 | The maximum value that the first component field needs to be on an entity for that entity to be included in the query |
ComponentField1_Min | 小数 | The minimum value that the first component field needs to be on an entity for that entity to be included in the query |
ComponentField2_Max | 小数 | The maximum value that the second component field needs to be on an entity for that entity to be included in the query |
ComponentField2_Min | 小数 | The minimum value that the second component field needs to be on an entity for that entity to be included in the query |
ComponentField3_Max | 小数 | The maximum value that the third component field needs to be on an entity for that entity to be included in the query |
ComponentField3_Min | 小数 | The minimum value that the third component field needs to be on an entity for that entity to be included in the query |
Query | 查询JS API对象 | This is the query you created earlier using registerQuery(...) |
类型 | 值 |
---|---|
数组 | An array of EntityObjects representing the entities found within the query |
let globals = { spatialQuery: null }; const mySystem = server.registerSystem(0, 0); mySystem.initialize = function() { globals.spatialQuery = this.registerQuery("minecraft:position", "x", "y", "z"); }; mySystem.update = function() { let closeEntities = this.getEntitiesFromQuery(globals.spatialQuery, 0, 10, 0, 5, 0, 10); for(var entity in closeEntities) { server.log(JSON.stringify(entity)); } };
Allows you to register a query. A query will contain all entities that meet the filter requirement.No filters are added by default when you register a query so it will capture all entities.
类型 | 值 |
---|---|
查询JS API对象 | An object containing the ID of the query |
const mySystem = server.registerSystem(0, 0); mySystem.initialize = function() { let myQuery = this.registerQuery(); };
Allows you to register a query that will only show entities that have the given component and define which fields of that component will be used as a filter when getting the entities from the query. You can either provide just the component identifier, or the component identifier and the name of 3 properties on that component to be tested (If you do specify property names, you must specify 3).
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
Component | 字符串 | This is the identifier of the component that will be used to filter entities when | |
ComponentField1 | 字符串 | "x" | This is the name of the first field of the component that we want to filter entities by. By default this is set to x. |
ComponentField2 | 字符串 | "y" | This is the name of the second field of the component that we want to filter entities by. By default this is set to y. |
ComponentField3 | 字符串 | "z" | This is the name of the third field of the component that we want to filter entities by. By default this is set to z. |
类型 | 值 |
---|---|
查询JS API对象 | An object containing the ID of the query |
const mySystem = server.registerSystem(0, 0); mySystem.initialize = function() { let spatialQuery = this.registerQuery("minecraft:position", "x", "y", "z"); };
These are the bindings used to handle events. For a list of events you can react to or trigger, check the Events section of this document.
Allows you to trigger an event with the desired data from script. Anything that signed up to listen for the event will be notified and the given data delivered to them.
名称 | 类型 | 描述 |
---|---|---|
EventData | JavaScript对象 | The data for the event. You can create a new JavaScript Object with the parameters you want to pass in to the listener and the engine will take care of delivering the data to them |
EventIdentifier | 字符串 | This is the identifier of the event we want to react to. Can be the identifier of a built-in event or a custom one from script |
类型 | 值 |
---|---|
布尔值 | Successfully broadcasted the event |
const mySystem = client.registerSystem(0, 0); mySystem.initialize = function() { let eventData = this.createEventData("minecraft:display_chat_event"); eventData.data.message = "Hello, World!"; this.broadcastEvent("minecraft:display_chat_event", eventData); };
Creates an object with all the required fields and default data for the specified event. If the event is a custom event, it needs to have been previously registered.
名称 | 类型 | 描述 |
---|---|---|
EventIdentifier | 字符串 | This is the identifier of the custom event we are registering. The namespace is required and can't be set to minecraft. |
类型 | 值 |
---|---|
JavaScript对象 | The object containing the event data |
Allows you to register a JavaScript object that gets called whenever the specified event is broadcast. The event can either be a built-in event or an event specified in script.
名称 | 类型 | 描述 |
---|---|---|
CallbackObject | JavaScript对象 | The JavaScript object that will get called whenever the event is broadcast |
EventIdentifier | 字符串 | This is the identifier of the event to which we want to react. Can be the identifier of a built-in event or a custom one from script |
类型 | 值 |
---|---|
布尔值 | Successfully registered to listen for the event |
const mySystem = client.registerSystem(0, 0); mySystem.initialize = function() { this.listenForEvent("minecraft:client_entered_world", (eventData) => this.onClientEnteredWorld(eventData)); }; mySystem.onClientEnteredWorld = function(eventData) { let messageData = this.createEventData("minecraft:display_chat_event"); messageData.data.message = "Player has entered the world"; this.broadcastEvent("minecraft:display_chat_event", messageData); };
Registers the Event to the script engine. This allows you to create Event Data by calling createEventData and have it initialized with the correct default data and fields. Only custom events need to be registered.
名称 | 类型 | 描述 |
---|---|---|
EventData | JavaScript对象 | The JavaScript object with the correct fields and default values for the event |
EventIdentifier | 字符串 | This is the identifier of the custom event we are registering. The namespace is required and can't be set to minecraft. |
类型 | 值 |
---|---|
布尔值 | Successfully registered the event data |
The log function is accessed through the server or client objects and allows for logging a message to the ContentLog file. On Windows 10 devices it is located at ' %APPDATA%\..\Local\Packages\Microsoft.MinecraftUWP_8wekyb3d8bbwe\LocalState\logs '
名称 | 类型 | 描述 |
---|---|---|
Message | 字符串 | The message that you want to send to the log file |
system.exampleFunction = function() { client.log("example log message") };
You can use the traditional Slash Command system from scripts. Currently you can either trigger an event ("minecraft:execute_command") or use the executeCommand binding. Commands in scripts are restricted to server scripts, they can't be run from the client's side at the moment.
Allows you to execute a Slash Command on the server. The command will be queried and executed at the end of the current frame. All data output from the command will be compiled on a JavaScript Object and sent to the Callback object specified in the second parameter.
名称 | 类型 | 描述 |
---|---|---|
Callback | JSON对象 | The JavaScript object that will be called after the command executes |
Command | 字符串 | The slash command to run |
system.executeCommand("/fill ~ ~ ~ ~100 ~5 ~50 stone", (commandResultData) => this.commandCallback(commandResultData)); system.commandCallback = function (commandResultData) { let eventData = this.createEventData("minecraft:display_chat_event"); if (eventData) { eventData.data.message = message; this.broadcastEvent("minecraft:display_chat_event", "Callback called! Command: " + commandResultData.command + " Data: " + JSON.stringify(commandResultData.data, null, " ") ); } };
This is the documentation for the attributes, properties, and components available from the Minecraft Script Engine.There are two kinds of components: server components and client components. We will go into a bit more detail on what they are in their respective sections below.Components can be added, retrieved, updated, and removed from entities. They do not exist on their own. Currently only user-defined components can be added and removed from entities. A component must be in an entity in order to retrieve or update it.Check the Script Engine Bindings section to see how to add, remove, retrieve, and update components. This section deals with the specific API of each component.
These components are only found on block objects and can only be on block objects
This component contains all the blockstates on a block object. Blockstates control all different aspects of blocks from their orientation to the type of wood they are. Blockstates are represented by numbers, bools, or strings. Please see the Blockstates Documentation to see the valid values for each state. This component allows for the getting and setting of these states.
let blockstateComponent = this.getComponent(block, "minecraft:blockstate"); blockstateComponent.data.coral_color = "blue"; this.applyComponentChanges(block, blockstateComponent);返回顶部
These components only run on the client where the script ran and can only be used from client scripts.
The Molang component gives access to the Molang variables in an entity. To learn more about Molang variables review the add-on documentation. In scripts, you can get and set these variables that are defined in the entity's JSON files. Because of how the Molang variables are formatted (variable.isgrazing for example) you must use the [] operator on the object to access the variable. The example below shows how to use the [] operator to access the variable.
let molangComponent = this.createComponent(entity, "minecraft:molang"); molangComponent["variable.molangexample"] = 1.0; this.applyComponentChanges(molangComponent);返回顶部
These are the components that belong to the level. They can only belong on the level object and cannot be removed from it. You can get the components and change their data through the global server object.let levelComponent = this.getComponent(server.level, "minecraft:example_level_component");
This component gives access to the static ticking areas in the level. The component contains an array of ticking areas. The ticking areas can be accessed by name or by UUID if they were not given a name.返回顶部
The weather component allows users to change the level's weather. Rain and lightning levels can be changed independently and the default weather cycle can be turned off completely.
名称 | 类型 | 描述 |
---|---|---|
do_weather_cycle | 布尔值 | This is the world option that determines if the vanilla weather cycle will be used |
lightning_level | 小数 | A value between 0 and 1 that determines how much lightning and thunder there is |
lightning_time | 整数 | How long, in ticks, it will lightning and thunder for |
rain_level | 小数 | A value between 0 and 1 that determains how heavy the rainfall is |
rain_time | 整数 | How long, in ticks, it will rain for |
These are the components that run on the server and are synced with all the clients (players) in the world.As much as possible, the API of each component matches its JSON counterpart (with some differences noted).
This component represents the armor contents of an entity. The component contains an array of ItemStack JS API Objects representing each slot in the armor container. NOTE: Currently items and containers are read-only. Slots are ordered from head to feet.
// This example will check the players helmet armor slot for a specific item after the player attacks an entity. system.listenForEvent("minecraft:player_attacked_entity", function(eventData) { // Get the players armor container let playerArmor = system.getComponent(eventData.data.player, "minecraft:armor_container"); // Get the players helmet let playerHelmet = playerArmor.data[0]; // Destroy the attacked entity if the player has a gold helmet equipped if (playerHelmet.item == "minecraft:golden_helmet") { system.destroyEntity(eventData.data.attacked_entity); } });
This component controls the Attack Damage attribute from the entity. It allows you to change the current minimum and maximum values. Once the changes are applied, the current attack of the entity will be reset to the minimum specified. With the minimum and maximum changed to the values specified. Any buffs or debuffs will be left intact.
名称 | 类型 | 默认值 | 描述 | ||||||||||||
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damage | 范围 [a, b] | Range of the random amount of damage the melee attack deals. A negative value can heal the entity instead of hurting it
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Sets the width and height of the Entity's collision box.
名称 | 类型 | 默认值 | 描述 |
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height | 小数 | 1.0 | Height of the collision box in blocks. A negative value will be assumed to be 0. |
width | 小数 | 1.0 | Width and Depth of the collision box in blocks. A negative value will be assumed to be 0. |
This component represents the container of a block. The component contains an array of ItemStack JS API Objects representing each slot in the container. This specific component is used for blocks. Refer to inventory components for entities. NOTE: Currently items and containers are read-only. Slots are ordered left to right.
// This example will check if a block has a container. let block; // check getBlock API on how to access a block let has_container = system.hasComponent(block, "minecraft:container"); if (has_container === true) { let container = system.getComponent(block, "minecraft:container"); // you can now use the container to read items.
Defines what events to call when this entity is damaged by specific entities or items.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||||||||||||||
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triggers | 列表 | List of triggers with the events to call when taking specific kinds of damage.
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// This example will cause an entity (in this case, a creeper) to start exploding when the player attacks it. // Note: the entity must have the damage_sensor component and the associated events defined in their JSON description. this.listenForEvent("minecraft:player_attacked_entity", function(eventData) { let damageSensorComponent = serverSystem.getComponent(eventData.attacked_entity, "minecraft:damage_sensor"); damageSensorComponent.data[0].on_damage = { event:"minecraft:start_exploding", filters:[{test:"has_component", operator:"==", value:"minecraft:breathable"}] }; serverSystem.applyComponentChanges(eventData.attacked_entity, damageSensorComponent); });
Sets the Equipment table to use for this Entity.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
slot_drop_chance | 列表 | A list of slots with the chance to drop an equipped item from that slot. | |
table | 字符串 | The file path to the equipment table, relative to the behavior pack's root. |
Defines an entity's behavior for having items equipped to it.
List of slots and the item that can be equipped.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
accepted_items | 列表 | The list of items that can go in this slot. | |
interact_text | 字符串 | Text to be displayed when the entity can be equipped with this item when playing with Touch-screen controls. | |
item | 字符串 | Identifier of the item that can be equipped for this slot. | |
on_equip | 字符串 | Event to trigger when this entity is equipped with this item. | |
on_unequip | 字符串 | Event to trigger when this item is removed from this entity. | |
slot | 整数 | 0 | The slot number of this slot. |
Defines how the entity explodes.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
breaks_blocks | 布尔值 | true | If true, the explosion will destroy blocks in the explosion radius. |
causes_fire | 布尔值 | false | If true, blocks in the explosion radius will be set on fire. |
destroy_affected_by_griefing | 布尔值 | false | If true, whether the explosion breaks blocks is affected by the mob griefing game rule. |
fire_affected_by_griefing | 布尔值 | false | If true, whether the explosion causes fire is affected by the mob griefing game rule. |
fuse_length | 范围 [a, b] | [0.0, 0.0] | The range for the random amount of time the fuse will be lit before exploding, a negative value means the explosion will be immediate. |
fuse_lit | 布尔值 | false | If true, the fuse is already lit when this component is added to the entity. |
max_resistance | 小数 | 3.40282e+38 | A blocks explosion resistance will be capped at this value when an explosion occurs. |
power | 小数 | 3 | The radius of the explosion in blocks and the amount of damage the explosion deals. |
This component represents the contents of an entity's hands. The component contains an array of ItemStack JS API Objects representing each slot in the hand container. NOTE: Currently items and containers are read-only. Slot 0 is main-hand Slot 1 is off-hand.
// This example will check the players offhand slot for a specific item after the player attacks an entity. system.listenForEvent("minecraft:player_attacked_entity", function(eventData) { // Get the players hand container let handContainer = system.getComponent(eventData.data.player, "minecraft:hand_container"); // Get the players offhand item let offhandItem = handContainer.data[1]; // Destroy the attacked entity if the player has a totem in their offhand if (offhandItem.item == "minecraft:totem") { system.destroyEntity(eventData.data.attacked_entity); } });
Defines the interactions with this entity for healing it.
名称 | 类型 | 默认值 | 描述 | ||||||||||||
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filters | Minecraft过滤器 | The filter group that defines the conditions for using this item to heal the entity. | |||||||||||||
force_use | 布尔值 | false | Determines if item can be used regardless of entity being at full health. | ||||||||||||
items | 数组 | The array of items that can be used to heal this entity.
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Defines the current and maximum possible health of the entity. Upon applying the component back to the entity the health will change. If it reaches 0 or below the entity will die.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
max | 整数 | 10 | The maximum health the entity can heal |
value | 整数 | 1 | Current health of the entity |
This component represents the hotbar contents of a player. The component contains an array of ItemStack JS API Objects representing each slot in the hotbar. NOTE: Currently items and containers are read-only. Slots are ordered left to right.
// This example will check the players first hotbar item slot for a specific item after the player attacks an entity. system.listenForEvent("minecraft:player_attacked_entity", function(eventData) { // Get the players hotbar let playerHotbar = system.getComponent(eventData.data.player, "minecraft:hotbar_container"); // Get the item at the first slot in the hotbar let firstHotbarSlot = playerHotbar.data[0]; // Destroy the attacked entity if the player has an apple in their first hotbar slot if (firstHotbarSlot.item == "minecraft:apple") { system.destroyEntity(eventData.data.attacked_entity); } });
Defines the ways the player can interact with the entity to which this component is applied.
名称 | 类型 | 默认值 | 描述 | ||||||||||||||||
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add_items | JSON对象 | Loot table with items to add to the player's inventory upon successful interaction
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cooldown | 小数 | 0.0 | Time in seconds before this entity can be interacted with again | ||||||||||||||||
hurt_item | 整数 | 0 | The amount of damage the item will take when used to interact with this entity. A value of 0 means the item won't lose durability | ||||||||||||||||
interact_text | 字符串 | Text to show when the player is able to interact in this way with this entity when playing with Touch-screen controls | |||||||||||||||||
on_interact | 字符串 | An event identifier to fire when the interaction occurs | |||||||||||||||||
particle_on_start | JSON对象 | Particle effect that will be triggered at the start of the interaction
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play_sounds | 数组 | An array of sound identifiers to play when the interaction occurs | |||||||||||||||||
spawn_entities | 数组 | An array of entity identifiers to spawn when the interaction occurs | |||||||||||||||||
spawn_items | JSON对象 | Loot table with items to drop on the ground upon successful interaction
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swing | 布尔值 | false | If true, the player will do the 'swing' animation when interacting with this entity | ||||||||||||||||
transform_to_item | 字符串 | The item used will transform to this item upon successful interaction. Format: itemName:auxValue | |||||||||||||||||
use_item | 布尔值 | false | If true, the interaction will use an item |
Defines the entity's inventory (size, restrictions, etc.). Currently this does not allow changing the entity's inventory contents.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
additional_slots_per_strength | 整数 | 0 | Number of slots that this entity can gain per extra strength |
can_be_siphoned_from | 布尔值 | false | If true, the contents of this inventory can be removed by a hopper |
container_type | 字符串 | none | Type of container this entity has. Can be horse, minecart_chest, minecart_hopper, inventory, container or hopper |
inventory_size | 整数 | 5 | Number of slots the container has |
private | 布尔值 | false | If true, only the entity can access the inventory |
restrict_to_owner | 布尔值 | false | If true, the entity's inventory can only be accessed by its owner or itself |
This component represents the inventory contents of an entity. The component contains an array of ItemStack JS API Objects representing each slot in the inventory. NOTE: Currently items and containers are read-only.Slot 0-8 is the hotbar, 9-16 is the top row of the player's inventory, 17-24 is the middle row, 25-32 is the bottom row
// This example will check the players third inventory item slot for a specific item after the player attacks an entity. system.listenForEvent("minecraft:player_attacked_entity", function(eventData) { // Get the players inventory let playerInventory = system.getComponent(eventData.data.player, "minecraft:inventory_container"); // Get the item at the third slot in the inventory let thirdItemSlot = playerInventory.data[2]; // Destroy the attacked entity if the player has an apple in their third item slot if (thirdItemSlot.item == "minecraft:apple") { system.destroyEntity(eventData.data.attacked_entity); } });
Defines the behavior when another entity looks at this entity.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
allow_invulnerable | 布尔值 | false | If true, invulnerable entities (e.g. Players in creative mode) are considered valid targets. |
filters | Minecraft过滤器 | Defines the entities that can trigger this component. | |
look_cooldown | 范围 [a, b] | [0, 0] | The range for the random amount of time during which the entity is 'cooling down' and won't get angered or look for a target. |
look_event | 字符串 | The event identifier to run when the entities specified in filters look at this entity. | |
search_radius | 小数 | 10 | Maximum distance this entity will look for another entity looking at it. |
set_target | 布尔值 | true | If true, this entity will set the attack target as the entity that looked at it. |
Nameable component describes an entity's ability to be named using a nametag and whether the name shows up or not once applied. Additionally, scripting allows setting the name of the entity directly with the property 'name'.
名称 | 类型 | 默认值 | 描述 | ||||||||||||
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allow_name_tag_renaming | 布尔值 | true | If true, this entity can be renamed with name tags | ||||||||||||
always_show | 布尔值 | false | If true, the name will always be shown | ||||||||||||
default_trigger | 字符串 | Trigger to run when the entity gets named | |||||||||||||
name | 字符串 | The current name of the entity, empty if the entity hasn't been named yet, making this non-empty will apply the name to the entity | |||||||||||||
name_actions | JSON对象 | Describes the special names for this entity and the events to call when the entity acquires those names
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This component allows you to control an entity's current position in the world. Once applied the entity will be teleported to the new position specified.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
x | 小数 | 0.0 | Position along the X-Axis (east-west) of the entity |
y | 小数 | 0.0 | Position along the Y-Axis (height) of the entity |
z | 小数 | 0.0 | Position along the Z-Axis (north-south) of the entity |
This component allows you to control an entity's current rotation in the world as well as the entity's head rotation. Once applied, the entity will be rotated as specified.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
x | 小数 | 0.0 | Controls the head rotation looking up and down |
y | 小数 | 0.0 | Controls the body rotation parallel to the floor |
Defines the entity's ranged attacks. This doesn't allow the entity to use a ranged attack: it only defines what kind of projectile it shoots.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
auxVal | 整数 | -1 | ID of the Potion effect to be applied on hit |
def | 字符串 | Entity identifier to use as projectile for the ranged attack. The entity must have the projectile component to be able to be shot as a projectile |
Adds a timer after which this entity will spawn another entity or item (similar to vanilla's chicken's egg-laying behavior).
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
filters | Minecraft过滤器 | If present, the specified entity will only spawn if the filter evaluates to true. | |
max_wait_time | 整数 | 600 | Maximum amount of time to randomly wait in seconds before another entity is spawned. |
min_wait_time | 整数 | 300 | Minimum amount of time to randomly wait in seconds before another entity is spawned. |
num_to_spawn | 整数 | 1 | The number of entities of this type to spawn each time that this triggers. |
should_leash | 布尔值 | false | If true, this the spawned entity will be leashed to the parent. |
single_use | 布尔值 | false | If true, this component will only ever spawn the specified entity once. |
spawn_entity | 字符串 | Identifier of the entity to spawn, leave empty to spawn the item defined by "spawn_item" instead. | |
spawn_event | 字符串 | minecraft:entity_born | Event to call when the entity is spawned. |
spawn_item | 字符串 | egg | Item identifier of the item to spawn. |
spawn_method | 字符串 | born | Method to use to spawn the entity. |
spawn_sound | 字符串 | plop | Identifier of the sound effect to play when the entity is spawned. |
The tag component gives access to the array of entity tags that an entity may have. With this component you can add and remove any of the entity tags.返回顶部
This controls the entity's ability to teleport itself (similar to the Enderman). If you wish to teleport the entity once use the Position component instead.
名称 | 类型 | 默认值 | 描述 |
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dark_teleport_chance | 小数 | 0.01 | Modifies the chance that the entity will teleport if the entity is in darkness |
light_teleport_chance | 小数 | 0.01 | Modifies the chance that the entity will teleport if the entity is in daylight |
max_random_teleport_time | 小数 | 20 | Maximum amount of time in seconds between random teleports |
min_random_teleport_time | 小数 | 0 | Minimum amount of time in seconds between random teleports |
random_teleport_cube | 向量 [a, b, c] | [32, 16, 32] | Entity will teleport to a random position within the area defined by this cube |
random_teleports | 布尔值 | true | If true, the entity will teleport randomly |
target_distance | 小数 | 16 | Maximum distance the entity will teleport when chasing a target |
target_teleport_chance | 小数 | 1 | The chance that the entity will teleport between 0.0 and 1.0. 1.0 means 100% |
The tick world component is a read-only component that allows users to access the ticking areas on entities as well as the ticking area's data.
名称 | 类型 | 描述 |
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distance_to_players | 小数 | The distance a player needs to be within for the ticking area to be active. The distance is ignored if the ticking area is set to never despawn |
never_despawn | 布尔值 | Whether or not this ticking area will despawn when a player is out of range |
radius | 整数 | The radius in chunks of the ticking area |
ticking_area | 实体常加载区域JS API对象 | The ticking area entity that is attached to this entity |
Describes the ticking area's region.
名称 | 类型 | 默认值 | 描述 |
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is_circle | 布尔值 | Is the area a circle. If false the area is a square. | |
max | 向量 [a, b, c] | (if area is a square) The edge of the area. | |
name | 字符串 | The name of the area. | |
origin | 向量 [a, b, c] | The origin position of the area. | |
radius | 向量 [a, b, c] | (if area is a circle) The radius of the area. |
Here you can find the list of events that you can listen for and respond to in your scripts.
The following Minecraft events are events the Script Engine is listening for and to which you can react in scripts.
This event is fired whenever a player joins the world. The event data contains the player entity object.返回顶部
This event is triggered whenever the reticle changes from pointing at a block or air to pointing at an entity and the other way around. Up to 1000 blocks away.
名称 | 类型 | 描述 |
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entity | 实体JS API对象 | The entity that was hit or null if it fired when moving off of an entity |
position | 向量 [a, b, c] | The position of the entity that was hit or null if it fired when moving off an entity |
const mySystem = client.registerSystem(0, 0); mySystem.initialize = function() { this.listenForEvent("minecraft:hit_result_changed", (eventData) => this.onHitChanged(eventData)); }; mySystem.onHitChanged = function(eventData) { if(eventData.position != null) { let chatEvent = this.createEventData("minecraft:display_chat_event"); chatEvent.data.message = "Hit at x:" + eventData.position.x + " y:" + eventData.position.y + " z:" + eventData.position.z; this.broadcastEvent("minecraft:display_chat_event", chatEvent); } };返回顶部
This event is triggered every update and tells you what entity the reticle is pointing to in the world up to 1000 blocks away.
名称 | 类型 | 描述 |
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entity | 实体JS API对象 | The entity that was hit or null if it not pointing at an entity |
position | 向量 [a, b, c] | The position of the entity that was hit or block that was hit |
const mySystem = client.registerSystem(0, 0); mySystem.initialize = function() { this.listenForEvent("minecraft:hit_result_continuous", (eventData) => this.onHit(eventData)); }; mySystem.onHit = function(eventData) { if(eventData.position != null) { let chatEvent = this.createEventData("minecraft:display_chat_event"); chatEvent.data.message = "Position at x:" + eventData.position.x + " y:" + eventData.position.y + " z:" + eventData.position.z; this.broadcastEvent("minecraft:display_chat_event", chatEvent); } };返回顶部
This event is triggered whenever the mouse pointer changes from pointing at a block or air to pointing at an entity and the other way around. Up to 1000 blocks away.
名称 | 类型 | 描述 |
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entity | 实体JS API对象 | The entity that was hit or null if it fired when moving off of an entity |
position | 向量 [a, b, c] | The position of the entity that was hit or null if it fired when moving off an entity |
const mySystem = client.registerSystem(0, 0); mySystem.initialize = function() { this.listenForEvent("minecraft:pick_hit_result_changed", (eventData) => this.onPickChanged(eventData)); }; mySystem.onPickChanged = function(eventData) { if(eventData.position != null) { let chatEvent = this.createEventData("minecraft:display_chat_event"); chatEvent.data.message = "Pick at x:" + eventData.position.x + " y:" + eventData.position.y + " z:" + eventData.position.z; this.broadcastEvent("minecraft:display_chat_event", chatEvent); } };返回顶部
This event is triggered every update and tells you what entity the mouse pointer is pointing to in the world up to 1000 blocks away.
名称 | 类型 | 描述 |
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entity | 实体JS API对象 | The entity that was hit or null if it not pointing at an entity |
position | 向量 [a, b, c] | The position of the entity that was hit or block that was hit |
const mySystem = client.registerSystem(0, 0); mySystem.initialize = function() { this.listenForEvent("minecraft:pick_hit_result_continuous", (eventData) => this.onPick(eventData)); }; mySystem.onPick = function(eventData) { if(eventData.position != null) { let chatEvent = this.createEventData("minecraft:display_chat_event"); chatEvent.data.message = "Pick at:" + eventData.position.x + " y:" + eventData.position.y + " z:" + eventData.position.y + " z:" + eventData.position.z; this.broadcastEvent("minecraft:display_chat_event", chatEvent); } };返回顶部
The following Minecraft Events can be triggered from scripting and cause the game to respond accordingly.
This event is used to display a chat message to the specific player that is running the client script. The event data is the message to be displayed in plain text. Special formatting is supported the same way it would be if a player was sending the message.
名称 | 类型 | 默认值 | 描述 |
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message | 字符串 | The chat message that will be displayed |
const mySystem = server.registerSystem(0, 0); mySystem.update = function() { let chatEvent = this.createEventData("minecraft:display_chat_event"); chatEvent.data.message = "Hello, World!"; this.broadcastEvent("minecraft:display_chat_event", chatEvent); };返回顶部
This event is used to show a UI screen to the specific player running the client script. This event will add the UI screen to the top of the UI screen stack. The screen will be shown immediately after the event is triggered. Only screens defined in a HTML file can be shown using this event.
名称 | 类型 | 默认值 | 描述 |
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options | JSON对象 | You can define the following options for the screen by setting their value to true or false:If true, input will not be passed down to any other screens underneath absorbs_input返回顶部If true, the screen will always accept and process input for as long as it is in the stack, even if other custom UI screens appear on top of it always_accepts_input返回顶部If true, this screen will be rendered even if another screen is on top of it and will render over them, including the HUD force_render_below返回顶部If true, the screen will be treated as the pause menu and the pause menu won't be allowed to show on top of this screen is_showing_menu返回顶部If true, the game will continue to be rendered underneath this screen render_game_behind返回顶部If true, this screen will only be rendered if it is the screen at the top of the stack render_only_when_topmost返回顶部If true, the screen will capture the mouse pointer and limit its movement to the UI screen should_steal_mouse返回顶部 |
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path | 字符串 | The file path to the screen's HTML file |
This event is used to turn various levels of logging on and off for client scripts. Note that turning logging on/off is not limited to the script that broadcasted the event. It will affect ALL client scripts including those in other Behavior Packs that are applied to the world. See the Debugging section for more information on logging.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
log_errors | 布尔值 | false | Set to true to log any scripting errors that occur on the client |
log_information | 布尔值 | false | Set to true to log any general scripting information that occurs on the client. This includes any logging done with client.log() |
log_warnings | 布尔值 | false | Set to true to log any scripting warnings that occur on the client |
This event is used to send UI events to the UI Engine for the specific player running the script. After the event is triggered, the UI event will be sent immediately.Custom UI is based on HTML 5. Review the scripting demo for an example of a custom UI file.
名称 | 类型 | 描述 |
---|---|---|
data | 字符串 | The data for the UI event being triggered |
eventIdentifier | 字符串 | The identifier of the UI event |
This event is used to create a particle effect that will follow an entity around. This particle effect is only visible to the specific player that is running the client script where you fired the event. Any effect defined in a JSON file (both in your resource pack and in Minecraft) can be used here. Molang variables defined in the JSON of the effect can then be used to control that effect by changing them in the entity to which it is attached.
名称 | 类型 | 默认值 | 描述 |
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effect | 字符串 | The identifier of the particle effect you want to attach to the entity. This is the same name you gave the effect in its JSON file | |
entity | 实体JS API对象 | The entity object you want to attach the effect to | |
offset | 向量 [a, b, c] | [0, 0, 0] | The offset from the entity's "center" where you want to spawn the effect |
This event is used to create a static particle effect in the world. This particle effect is only visible to the specific player that is running the client script where you fired the event. Any effect defined in a JSON file (both in your resource pack and in Minecraft) can be used here. Once the effect is spawned you won't be able to control it further. Unlike the server version of the event, the client version will spawn the particle in the dimension the player is currently in.
名称 | 类型 | 默认值 | 描述 |
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effect | 字符串 | The identifier of the particle effect you want to attach to spawn. This is the same name you gave the effect in its JSON file | |
position | 向量 [a, b, c] | [0, 0, 0] | The position in the world where you want to spawn the effect |
This event is used to remove a UI screen from the stack of the specific player running the client script. The event data contains the name of the screen to remove as a string. After the event is triggered the screen will be scheduled to be removed from the stack the next time the UI Engine can do so. Only screens defined in a HTML file can be removed using this event.返回顶部
The following Minecraft events are events the Script Engine is listening for and to which you can react in scripts.
This event is triggered whenever a player starts to destroy a block.
名称 | 类型 | 描述 |
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block_position | JavaScript对象 | The position of the block that is being destroyed |
player | 实体JS API对象 | The player that started destoying the block |
This event is triggered whenever a player stops destroying a block.
名称 | 类型 | 描述 |
---|---|---|
block_position | JavaScript对象 | The position of the block that was being destroyed |
destruction_progress | 小数 | How far along the destruction was before it was stopped (0 - 1 range) |
player | 实体JS API对象 | The player that stopped destoying the block |
This event is triggered whenever a block is destroyed by an explosion.
名称 | 类型 | 描述 |
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block_identifier | 字符串 | The identifier of the block that was destroyed |
block_position | JavaScript对象 | The position of the block that was destroyed by the explosion |
cause | 字符串 | The cause of the block's destruction |
entity | 实体JS API对象 | The entity that exploded |
This event is triggered whenever a player interacts with a block.
名称 | 类型 | 描述 |
---|---|---|
block_position | JavaScript对象 | The position of the block that is being interacted with |
player | 实体JS API对象 | The player that interacted with the block |
This event is triggered whenever an entity acquires an item.
名称 | 类型 | 描述 |
---|---|---|
acquired_amount | 整数 | The total number of items acquired by the entity during this event |
acquisition_method | 字符串 | The way the entity acquired the item |
entity | 实体JS API对象 | The entity who acquired the item |
item_stack | 物品堆叠JS API对象 | The item that was acquired |
secondary_entity | 实体JS API对象 | If it exists, the entity that affected the item before it was acquired. Example: A player completes a trade with a villager. The `entity` property would be the player and the `secondary_entity` would be the villager |
This event is triggered whenever an entity is being attacked by another entity. This does not guarantee the entity was or will be hurt by the attack.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The entity that attacked |
target | 实体JS API对象 | The entity that was targeted in the attack |
This event is triggered whenever an entity changes the item carried in their hand.
名称 | 类型 | 描述 |
---|---|---|
carried_item | 物品堆叠JS API对象 | The item that is now in the entities hands |
entity | 实体JS API对象 | The entity that changed what they were carrying |
hand | 字符串 | Defines which hand the item was equipped to. Either main or offhand. |
previous_carried_item | 物品堆叠JS API对象 | The item that was previously in the entities hands |
This event is triggered whenever an entity is added to the world.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The entity that was just created |
This event is triggered whenever an entity dies. This won't be triggered when an entity is removed (such as when using destroyEntity). Not all of these values are present with every entity death.
名称 | 类型 | 描述 |
---|---|---|
block_position | JavaScript对象 | The position of the block that killed the entity |
cause | 字符串 | The cause of the entity's death |
entity | 实体JS API对象 | The entity that died |
killer | 实体JS API对象 | The entity that killed the entity |
projectile_type | 字符串 | The type of the projectile that killed the entity |
This event is triggered whenever an entity definition event is triggered by either script or the entity's JSON.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The entity that was affected |
event | 字符串 | The event that was triggered |
This event is triggered whenever an entity drops an item.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The entity who dropped the item |
item_stack | 物品堆叠JS API对象 | The item that was dropped |
This event is triggered whenever an entity equips an item in their armor slots.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The entity who is equipping the armor |
item_stack | 物品堆叠JS API对象 | The armor that is being equipped |
slot | 字符串 | Defines which slot the item was equipped to. |
This event is triggered whenever an entity is hurt.
名称 | 类型 | 描述 |
---|---|---|
absorbed_damage | 整数 | The amount the damage was reduced by by the entity's absorption effect |
attacker | 实体JS API对象 | Present only when damaged by an entity or projectile. The entity that attacked and caused the damage |
block_position | 向量 [a, b, c] | Present only when damaged by a block. This is the position of the block that hit the entity |
cause | 字符串 | The way the entity took damage. Refer to the Damage Source documentation for a complete list of sources |
damage | 整数 | The amount of damage the entity took after immunity and armor are taken into account |
entity | 实体JS API对象 | The entity that took damage |
projectile_type | 字符串 | Present only when damaged by a projectile. This is the identifier of the projectile that hit the entity |
This event is triggered whenever an entity flag's value changes.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The entity that changed their sneaking state |
sneaking | 布尔值 | If true, the entity just started sneaking. If false, the entity just stopped sneaking |
This event is triggered whenever an entity becomes a rider on another entity.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The rider |
ride | 实体JS API对象 | The entity being ridden |
This event is triggered whenever an entity stops riding another entity.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The entity that was riding another entity |
entity_is_being_destroyed | 布尔值 | If true, the rider stopped riding because they are now dead |
exit_from_rider | 布尔值 | If true, the rider stopped riding by their own decision |
switching_rides | 布尔值 | If true, the rider stopped riding because they are now riding a different entity |
This event is triggered whenever an entity is ticked. This event will not fire when a player is ticked.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The entity that was ticked |
This event is triggered whenever an entity uses an item.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The entity who is using the item |
item_stack | 物品堆叠JS API对象 | The item that is being used |
use_method | 字符串 | The way the entity used the item |
This event is triggered whenever a piston moves a block.
名称 | 类型 | 描述 |
---|---|---|
block_position | JavaScript对象 | The position of the block that was moved |
piston_action | 字符串 | The action the piston took, "extended" or "retracted" |
piston_position | JavaScript对象 | The position of the piston that moved the block |
This event is used to play a sound effect. Currently, sounds can only be played at a fixed position in the world. Global sounds and sounds played by an entity will be supported in a later update.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
pitch | 小数 | 1.0 | The pitch of the sound effect. A value of 1.0 will play the sound effect with regular pitch |
position | 向量 [a, b, c] | [0, 0, 0] | The position in the world we want to play the sound at |
sound | 字符串 | The identifier of the sound you want to play. Only sounds defined in the applied resource packs can be played | |
volume | 小数 | 1.0 | The volume of the sound effect. A value of 1.0 will play the sound effect at the volume it was recorded at |
This event is triggered whenever a player attacks an entity.
名称 | 类型 | 描述 |
---|---|---|
attacked_entity | 实体JS API对象 | The entity that was attacked by the player |
player | 实体JS API对象 | The player that attacked an entity |
This event is triggered whenever a player destroys a block.
名称 | 类型 | 描述 |
---|---|---|
block_identifier | 字符串 | The identifier of the block that was destroyed |
block_position | JavaScript对象 | The position of the block that was destroyed |
player | 实体JS API对象 | The player that destroyed the block |
This event is triggered whenever a player places a block.
名称 | 类型 | 描述 |
---|---|---|
block_position | JavaScript对象 | The position of the block that was placed |
player | 实体JS API对象 | The player that placed the block |
This event is triggered whenever a projectile hits something.
名称 | 类型 | 描述 |
---|---|---|
entity | 实体JS API对象 | The entity that was hit by the projectile, if any |
owner | 实体JS API对象 | The entity that fired the projectile |
position | 向量 [a, b, c] | The position of the collision |
projectile | 实体JS API对象 | The projectile in question |
This event is triggered whenever the weather changes. It contains information about the weather it is changing to.
名称 | 类型 | 描述 |
---|---|---|
dimension | 字符串 | The name of the dimension where the weather change happened |
lightning | 布尔值 | Tells if the new weather has lightning |
raining | 布尔值 | Tells if the new weather has rain |
The following Minecraft events can be triggered from scripting and the game will respond, accordingly.
This event is used to send a chat message from the server to the players. The event data is the message being sent as a string. Special formatting is supported the same way it would be if a player was sending the message.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
message | 字符串 | The chat message that will be displayed |
This event is used to trigger events that Entity Definition JSON files are listening for. For example, you can trigger the minecraft:become_charged event on a creeper to turn it into a charged creeper.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
entity | 实体JS API对象 | The entity object you want to attach the effect to | |
event | 字符串 | The identifier of the event to trigger on that entity. Both built-in (minecraft:) and custom events are supported |
This event is used to execute a slash command on the server with the World Owner permission level. The event data contains the slash command as a string. The slash command will be processed and will run after the event is sent.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
command | 字符串 | The command that will be run |
This event is used to play a sound effect. Currently, sounds can only be played at a fixed position in the world. Global sounds and sounds played by an entity will be supported in a later update.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
pitch | 小数 | 1.0 | The pitch of the sound effect. A value of 1.0 will play the sound effect with regular pitch |
position | 向量 [a, b, c] | [0, 0, 0] | The position in the world we want to play the sound at |
sound | 字符串 | The identifier of the sound you want to play. Only sounds defined in the applied resource packs can be played | |
volume | 小数 | 1.0 | The volume of the sound effect. A value of 1.0 will play the sound effect at the volume it was recorded at |
This event is used to turn various levels of logging on and off for server scripts. Note that turning logging on/off is not limited to the script that broadcasted the event. It will affect ALL server scripts including those in other Behavior Packs that are applied to the world. See the Debugging section for more information on logging.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
log_errors | 布尔值 | false | Set to true to log any scripting errors that occur on the server |
log_information | 布尔值 | false | Set to true to log any general scripting information that occurs on the server. This includes any logging done with server.log() |
log_warnings | 布尔值 | false | Set to true to log any scripting warnings that occur on the server |
This event is used to create a particle effect that will follow an entity around. This particle effect is visible to all players. Any effect defined in a JSON file (both in your resource pack and in Minecraft) can be used here. Molang variables defined in the JSON of the effect can then be used to control that effect by changing them in the entity to which it is attached.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
effect | 字符串 | The identifier of the particle effect you want to attach to the entity. This is the same identifier you gave the effect in its JSON file | |
entity | 实体JS API对象 | The entity object you want to attach the effect to | |
offset | 向量 [a, b, c] | [0, 0, 0] | The offset from the entity's "center" where you want to spawn the effect |
This event is used to create a static particle effect in the world. This particle effect is visible to all players. Any effect defined in a JSON file (both in your resource pack and in Minecraft) can be used here. Once the effect is spawned you won't be able to control it further.
名称 | 类型 | 默认值 | 描述 |
---|---|---|---|
dimension | 字符串 | overworld | The dimension in which you want to spawn the effect. Can be "overworld", "nether", or "the end" |
effect | 字符串 | The identifier of the particle effect you want to attach to spawn. This is the same name you gave the effect in its JSON file | |
position | 向量 [a, b, c] | [0, 0, 0] | The position in the world where you want to spawn the effect |
The Minecraft Script Engine uses the JavaScript language.You can write JavaScript scripts and bundle them with Behavior Packs to listen and respond to game events, get and modify data in components that entities have, and affect different parts of the game.
While we continue to work and refine the experimental Scripting API we might need to make changes that will break your current scripts. Please check this section if your scripts aren't working as expected.
分类 | 变更 |
---|---|
组件 | Calls to getComponent now return the component's parameters inside of the 'data' parameter of the return object. |
事件 | Event data objects now hold the event's parameters inside of the 'data' parameter of the event data object. |
UI | engine.on now takes a facet name. In order to check for the script engine starting and connect it to the UI you will need the following:engine.on("facet:updated:core.scripting", ...);Followed by the following line after you are done doing your initialization:engine.trigger("facet:request", ["core.scripting"]); |
Your script isn't working or doing what you want it to do? Fret not! We have built some debugging capabilities into the Script Engine to help you figure out what's going on with your script. If you are new to programming or want to learn more about debugging we suggest checking out the documentation about debugging with Visual Studio available here: https://docs.microsoft.com/visualstudio/debugger There are two ways to tell what happened when something goes wrong with a script: in-game and advanced, which we will describe below. You only need the game and your script to debug in-game, but you will need a Windows 10 PC and Visual Studio installed for the advanced debugging.
When you run a script in the game, the Script Engine will print out error messages whenever something goes wrong. For example, if you try to get a component that the script engine doesn't know about you will get an error.To look at these messages you can open the chat screen which will have all the generated error messages there; or you can open the log file that the game generated. The location of the log file varies by platform. On Windows 10 you can find the log file in ' %APPDATA%\..\Local\Packages\Microsoft.MinecraftUWP_8wekyb3d8bbwe\LocalState\logs 'We strongly encourage you to build further debug messages and tools into your scripts while working on them. This will help you discern when something isn't working quite right. Reach out on the official Discord channel if you need additional help: https://discord.gg/Minecraft返回顶部
If you have a Windows 10 PC with Visual Studio installed, you can attach the Visual Studio debugger and debug your script in real-time.If you installed Visual Studio with the components mentioned in the "Recommended" section of this document you will have installed and enabled the Just-In-Time Debugger. This tool will pop-up a message from Visual Studio whenever an exception occurs in your script and allow you to open Visual Studio on the line of your script that broke.Additionally, you can connect to the Script Engine manually and debug your code. You can use remote debugging to connect and debug Minecraft running on another device. Please refer to the Visual Studio Debugger documentation above for instructions on how to use remote debugging.First you need to start up Visual Studio. If this is the first time you have launched Visual Studio after installation, we suggest setting up your environment for JavaScript development and logging in to your Microsoft account when prompted. This will set up the Visual Studio interface with the most important tools you will need.Once you have Visual Studio open you should launch Minecraft. Then create a new world with Experimental Gameplay enabled and apply the Behavior Pack containing your scripts.After creating the world go back to Visual Studio and click on the Debug menu. Then click on "Attach to Process". In the window that opens there will be a search box titled Filter Process. Click on it and type Minecraft.Once the list is narrowed down to only the instance of Minecraft running, you can verify that the Script Engine is running by looking at the Type column. This will say Script and either x86 or x64.Select the process and click on Attach to attach the debugger to the game. Now you will be able to press the Pause button to pause the Script Engine when the next line of script code runs. This allows you to inspect the values of variables in your script and break into Visual Studio if an error occurs in your code.WARNING: When you hit a breakpoint to step through code with a debugger, it is possible for a client to time out and disconnect or for the server to disconnect all players.返回顶部
Here are some demos from your friends at Minecraft to help you get started with scripting. Simply unzip them to check out the code, or import them as a .mcpack to play with them
演示 | 最后更新 | 下载链接 |
---|---|---|
生物竞技场 | 2018年10月24日 | https://aka.ms/minecraftscripting_mobarena |
回合制RPG | 2018年10月24日 | https://aka.ms/minecraftscripting_turnbased |
First you will need to download the latest Vanilla Behavior Pack. You can get this from the following link: https://aka.ms/behaviorpacktemplate Once you have downloaded the Behavior Pack, unzip it to a folder. Inside the Behavior Pack you will find the scripts folder which contains all the scripting files you want to run.In the scripts folder you will find two folders: one for client scripts and one for server scripts.-Server Scripts: These scripts run on the server side of the game. This includes spawning new entities, adding components, or modifying components on an entity.-Client Scripts: These scripts run on each individual player's side of the game. This is a good place to respond to events and manage anything specific to the player.Once you have chosen whether you are making a client or server script, simply add a new blank text file with .js extension to the appropriate folder, and open it in your preferred code editor. Then code away! You can have as many or as few JavaScript files as you want here (the name of the files doesn't matter) and they will all be run independently of each other! NOTE: For scripts to be run by the game, you need to enable Experimental Gameplay on the world where you will run scripts on. This will be necessary while scripting is still in beta.When entering a world that has client scripts in it, you will be prompted to accept that you wish to run scripts on your device (this will show up both for local worlds as well as multiplayer worlds).Additionally, if your pack contains client scripts, you need to include a client_data module in the pack's manifest. This tells the game anything in the scripts/client folder needs to be sent over to the clients. Please refer to the Add-on Documentation page for more information on the pack's manifest contents.
客户端脚本所需的清单模块的示例
{ "description": "Example client scripts module", "type": "client_data", "uuid": "c05a992e-482a-455f-898c-58bbb4975e47", "version": [0, 0, 1] }
vanilla_behavior_pack
|-scripts |--client |---myClientScript.js |--server |---myServerScript.js |-manifest.json |-pack_icon.png
This is the list of currently known issues with the Minecraft Script Engine
问题 | 解决方案 |
---|---|
Calling removeEntity on a dying entity might cause the game to crash | Don't call removeEntity the same frame you reduced the entity's damage to 0. Removing the entity forces it to be removed right away. Instead, save any dying entities and clean the up on the next frame (See the Turn-Based Demo for an example of this) |
Custom UI doesn't retain state upon suspend and resume | Currently there's no workaround for this issue |
Custom UI doesn't work in VR or MR mode | Currently you will only be able to use custom UI when running the game in regular mode |
Exiting a world without scripts and entering one that has scripts might cause the wrong world to load | Restart Minecraft before loading a new world with scripts |
Scripts are not loaded properly from archived packs | Unzip script packs before applying them to a world. If you import a script pack with the .mcpack extension, it will unzip it for you |
So you want to make your own Scripts? That's awesome! In this section you will find the list of minimum and recommended software you will need.NOTE: Scripts are only supported on Windows 10 PCs at the moment. If you try to open a world with scripts on a device that doesn't support scripts, you will see an error message letting you know you can't enter the world.
软件 | 最低 | 推荐 |
---|---|---|
Code Editor | Visual Studio Code or any plain-text editor | Visual Studio Community 2017 with the following components installed: 'JavaScript diagnostics', 'JavaScript and TypeScript language support', 'Just-In-Time debugger' |
Debugger | N/A | Visual Studio Community 2017 |
Minecraft | Minecraft on your Windows 10 device | Minecraft on your Windows 10 device |
Other | Vanilla Behavior Pack available from https://aka.ms/behaviorpacktemplate | Vanilla Behavior Pack available from https://aka.ms/behaviorpacktemplate |
Storage | 1.0 GB of free space for text editor, game, and scripts | 3.0 GB of free space for Visual Studio, game, and scripts |
In this section you can find a quick description of the basic structure of a JavaScript script file for the Minecraft Script Engine. If you would like to learn more about JavaScript or want to follow a fundamentals tutorial, you can check the official documentation on the Mozilla Developer Network here: https://developer.mozilla.org/docs/Web/JavaScript These are, in a way, the required parts of a script but they are by no means the only parts you can have. You can create additional methods as needed - just make sure they are called from somewhere in one of the methods below!
First off we need to register the system for our file. This signs up our script to be set-up either on the client or server threads of the game. Generally speaking, you will choose based on whether you put the script file in the client or server folders. To do that simply call registerSystem on either the client or server and give it the version of the API you require.
名称 | 类型 | 描述 |
---|---|---|
majorVersion | 整数 | This is the major version of the Minecraft Script Engine your script was designed to work with |
minorVersion | 整数 | This is the revision of the Minecraft Script Engine your script was designed to work with |
客户端系统
let sampleClientSystem = client.registerSystem(0, 0);
服务端系统
let sampleServerSystem = server.registerSystem(0, 0);
This is the first method that gets called immediately after the system is registered. It will run as soon as the script loads at world start.You can use this to set up the environment for your script: register custom components and events, sign up event listeners, etc. This will run BEFORE the world is ready and the player has been added to it. This function should be used to initialize variables and setup event listeners. You shouldn't try to spawn or interact with any entities at this point! You should also avoid interaction with UI elements or sending messages to the chat window since this is called before the player is ready.
sampleSystem.initialize = function() { //register event data, register components, register queries, listen for events };返回顶部
This method gets called once every game tick. The server and client tick at 20 times per second. This is a good place to get, check, and react to component changes.
sampleSystem.update = function() { //Update all the things };返回顶部
This method gets called when the Minecraft Script Engine is shutting down. For the client this is when they leave the world; for the server this is after the last player has exited the world.
sampleSystem.shutdown = function() { //Cleanup script only things };返回顶部
User-Defined components are a special kind of component that can be defined in script and no built-in game system acts on it.The component needs to be registered with the Script Engine by giving it a name and a set of fields in the format name:value. Once applied, the component behaves like any of the built-in components: you can get it from an entity, modify its values, and apply the changes.Currently User-Defined components are the only components that can be dynamically added and removed from an entity using scripts. They don't need to be previously defined in an entity's JSON file. In the current version these components will NOT be saved out or loaded back in: they only exist while the entity is there and need to be added back when reloading the level.
this.registerComponent("myNamespace:myComponent", { myString: "TamerJeison", myInt: 42, myFloat: 1.0, myArray: [1, 2, 3] });返回顶部