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📡 Events reference

All public events live under com.ssomar.score.api.<plugin>.events (and .load for the lifecycle events). Import them from the com.ssomar:SCore artifact.

ExecutableItems

EventCancellableFired when
ExecutableItemActivateEventan EI activator triggers for a player, before conditions run
AddItemInPlayerInventoryEventan EI enters a player inventory
RemoveItemInPlayerInventoryEventan EI leaves a player inventory
ExecutableItemsPostLoadEventall EI configurations are loaded
RefreshExecutableItemEvent (in com.ssomar.score.events)an EI is refreshed (command or auto-update activator)

ExecutableBlocks

EventCancellableFired when
ExecutableBlockPlaceEventan EB is placed
ExecutableBlockBreakEventa placed EB is broken (BreakMethod NATURAL / CUSTOM)
ExecutableBlockPistonBreakEventa piston is about to break a placed EB
ExecutableBlockLiquidBreakEventa liquid is about to break a placed EB
EntityWalkOnExecutableBlockEventan entity walks on an EB with an ENTITY_WALK_ON activator
ExecutableBlocksPostLoadEventall EB configurations are loaded

ExecutableEvents

EventCancellableFired when
ExecutableEventActivateEventan EE activator triggers, before conditions run (player may be null, thread-aware)
ExecutableEventsPostLoadEventall EE configurations are loaded

ExecutableCrafting

EventCancellableFired when
ExecutableCraftingCraftEventa player crafts with a custom recipe, before ingredients are consumed (result mutable)
ExecutableCraftingPostLoadEventall recipes are loaded and registered

MyFurniture

EventCancellableFired when
FurniturePlaceEventa furniture is placed
FurnitureBreakEventa placed furniture is broken (BreakMethod)
MyFurniturePostLoadEventall furniture configurations are loaded

CustomPiglinsTrades

EventCancellableFired when
PiglinTradeEventa player triggers a custom piglin trade, before it runs
CustomPiglinsTradesPostLoadEventall trade configurations are loaded
Tip

Every *PostLoadEvent carries the loaded manager (e.getManager()), so you can do your initial scan right in the listener without a lookup race.

Try it now

Copy this into ExecutableItems and reload

From the SCore custom commands reference. Paste it into a config, run the plugin's reload command, and you have a working starting point to edit.

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of player
    playerCommands:
    - ABSORPTION amount:5 time:200 # Gives the player absorption
  activator1: # Activator ID, you can create as many activator on the activators list
    option: # Here goes an activator that is at least instance of target
    targetCommands:
    - ABSORPTION amount:5 time:200 # Gives the target absorption
ExecutableItems

Plugin used on this page

ExecutableItems

Custom items with abilities, activators and commands — no code.

  • 5.0/5 from 10 reviews
  • 3.4K servers running it right now (bStats)
  • 32 downloads on SPlugins

€19.99

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Created Jul 11, 2026Last updated Jul 11, 2026 by Ssomar
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