Block Fall
Fires for block-to-falling-entity conversion. Event Block identifies the affected block.
Selection
Section titled “Selection”Event → Choose Operation → Entity → Mob Behavior → Block Fall. Configure with Dev access and compile.
Target context
Section titled “Target context”Default Event Target has declared type entity. Only values actually supplied by this event are available.
Available data
Section titled “Available data”Use Game Values and Target Objects appropriate to this event. Unavailable event data reports an error rather than silently producing a usable default. Supported block events expose Event Block as a Location, not an Item.
Example handler
Section titled “Example handler”Event: Block Fall Call Method → Event Target → Set Name Name: Event observedDeclare any Public destination first. Test by performing the described interaction in Play; some events require the matching entity/item/game context. Use the example as an observation handler, then replace it with your intended behavior.
Timing and restrictions
Section titled “Timing and restrictions”Event mutations/cancellation must run while the original synchronous event is active. A Wait or suspension ends that opportunity. Captured event values can remain readable afterward. Check that participants still belong to Play before applying later actions. Repeated movement/interaction triggers can create many tasks if each starts detached work.
Events and targets · Control flow · Async calls
Reference identifier: block_fall.