On Player Death
Emitted when the player dies. The position is where the player died.
on_player_respawn is emitted once the player is back in the world.
Side
SERVER
Syntax
= on_player_death(damage_id, killer_name, x, y, z)Parameters
damage_id(string): Id of the damage type that killed the player, such asfall,lava,moborplayer. These are the vanilla damage message ids, written in camel case.killer_name(string): Display name of the entity that killed the player. Empty when there is no killer, for example on a fall or a drowning.x(int): X block position of the death.y(int): Y block position of the death.z(int): Z block position of the death.
Examples
// Send the story to a game over scene
= on_player_death(damage_id, killer_name, x, y, z)
-> chapter_1_game_over// Write a different line depending on what killed the player
= on_player_death(damage_id, killer_name, x, y, z)
{damage_id == "fall":
Alex: I told you the roof was too high.
- else:
Alex: We lost him.
}
-> chapter_1_game_over