add doc/en/scripting/events.md
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# Engine events
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## Block events
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Callbacks specified in block script.
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```lua
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function on_placed(x, y, z, playerid)
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```
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Called on block placed by player
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```lua
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function on_broken(x, y, z, playerid)
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```
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Called on block broken by player
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```lua
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function on_interact(x, y, z, playerid) -> bool
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```
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Called on block RMB click interaction. Prevents block placing if **true** returned.
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```lua
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function on_update(x, y, z)
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```
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Called on block update (near block changed)
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```lua
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function on_random_update(x, y, z)
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```
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Called on random block update (grass growth)
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```lua
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function on_blocks_tick(tps: int)
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```
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Called tps (20) times per second.
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## Item events
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Callbacks specified in item script.
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```lua
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function on_use(playerid: int)
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```
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Called on RMB click out of a block.
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```lua
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function on_use_on_block(x: int, y: int, z: int, playerid: int)
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```
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Called on block RMB click. Prevents block **placing-block** placing if returns **true**
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```lua
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function on_block_break_by(x: int, y: int, z: int, playerid: int)
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```
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Called on block LMB click (unbreakable blocks included). Prevents block destruction if returns **true**.
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## World events
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Callbacks specified in *world.lua* script.
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```lua
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function on_world_open()
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```
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Called on world open.
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```lua
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function on_world_save()
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```
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Called before world save.
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```lua
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function on_world_tick()
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```
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Called 20 times per second
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```lua
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function on_world_quit()
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```
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Called on world close (after saving)
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## Layout events
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Script *layouts/layout_name.xml.lua* events.
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```lua
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function on_open(invid: int, x: int, y: int, z: int)
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```
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Called on element added to the screen.
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invid=0 if no inventory bound
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x,y,z=0 if no block bound
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```lua
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function on_close(invid: int)
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```
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Called on element removed from the screen.
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## HUD events
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Callbacks specified in *hud.lua* script.
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```lua
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function on_hud_open(playerid: int)
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```
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Called after world open.
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```lua
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function on_hud_close(playerid: int)
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```
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Called on world close (before saving)
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