A class that provides system-level events and functions.

Constructors

Properties

afterEvents: SystemAfterEvents

Returns a collection of after-events for system-level operations.

This property can be read in early-execution mode.

beforeEvents: SystemBeforeEvents

Returns a collection of before-events for system-level operations.

This property can be read in early-execution mode.

currentTick: number

Represents the current world tick of the server.

This property can be read in early-execution mode.

isEditorWorld: boolean

Returns true if this is a world where the editor is currently loaded, returns false otherwise.

This property can be read in early-execution mode.

serverSystemInfo: SystemInfo

Contains the device information for the server.

This property can be read in early-execution mode.

Methods

  • Beta

    Parameters

    • callback: () => void

      Function callback to run at the next game tick.

    Returns number

    An opaque identifier that can be used with the clearRun function to cancel the execution of this run.

    Runs a specified function at the next available future time. This is frequently used to implement delayed behaviors and game loops. When run within the context of an event handler, this will generally run the code at the end of the same tick where the event occurred. When run in other code (a system.run callout), this will run the function in the next tick. Note, however, that depending on load on the system, running in the same or next tick is not guaranteed.

    This function can be called in early-execution mode.

    import { world, system } from "@minecraft/server";

    function trapTick() {
    try {
    // Minecraft runs at 20 ticks per second.
    if (system.currentTick % 1200 === 0) {
    world.sendMessage("Another minute passes...");
    }
    } catch (e) {
    console.warn("Error: " + e);
    }

    system.run(trapTick);
    }
  • Beta

    Parameters

    • callback: () => void

      Functional code that will run when this interval occurs.

    • OptionaltickInterval: number

      An interval of every N ticks that the callback will be called upon.

    Returns number

    An opaque handle that can be used with the clearRun method to stop the run of this function on an interval.

    Runs a set of code on an interval.

    This function can be called in early-execution mode.

    import { world, system, DimensionLocation } from "@minecraft/server";

    function every30Seconds(targetLocation: DimensionLocation) {
    const intervalRunIdentifier = Math.floor(Math.random() * 10000);

    system.runInterval(() => {
    world.sendMessage("This is an interval run " + intervalRunIdentifier + " sending a message every 30 seconds.");
    }, 600);
    }
  • Beta

    Parameters

    • generator: Generator<void, void, void>

      The instance of the generator to run.

    Returns number

    An opaque handle that can be used with System.clearJob to stop the run of this generator.

    Queues a generator to run until completion. The generator will be given a time slice each tick, and will be run until it yields or completes.

    This function can be called in early-execution mode.

    import { system, BlockPermutation, DimensionLocation } from "@minecraft/server";

    function cubeGenerator(targetLocation: DimensionLocation) {
    const blockPerm = BlockPermutation.resolve("minecraft:cobblestone");

    system.runJob(blockPlacingGenerator(blockPerm, targetLocation, 15));
    }

    function* blockPlacingGenerator(blockPerm: BlockPermutation, startingLocation: DimensionLocation, size: number) {
    for (let x = startingLocation.x; x < startingLocation.x + size; x++) {
    for (let y = startingLocation.y; y < startingLocation.y + size; y++) {
    for (let z = startingLocation.z; z < startingLocation.z + size; z++) {
    const block = startingLocation.dimension.getBlock({ x: x, y: y, z: z });
    if (block) {
    block.setPermutation(blockPerm);
    }
    yield;
    }
    }
    }
    }