event
every <duration>:Once per interval, with no player (like a console command)
every 5 minutes:
broadcast "&7Remember to vote!"Try it← All of the Docs Commands and events
every <duration>:Once per interval, with no player (like a console command)
every 5 minutes:
broadcast "&7Remember to vote!"Try itevery <duration> for all players:Once per interval for each online player, as that player
every 1 second for all players:
set line 1 of player's scoreboard to "&7Coins: &a%{%player%.coins}%"Try itevery day at <hh:mm>:since 1.5.8Once a day at that time, by the server's clock
every day at 18:00:
broadcast "&6The evening event starts now!"Try itevery monday at <hh:mm>:since 1.5.8Once a week; any weekday name works
every monday at 00:00:
delete {weekly_winner}Try itevery runs a block repeatedly for as long as the script is loaded.
every 5 minutes:
broadcast "&7Remember to vote!"
every 1 second for all players:
set line 1 of player's scoreboard to "&7Coins: &a%{%player%.coins}%"
| Form | Runs |
|---|---|
every <duration>: | Once per interval, with no player (like a console command) |
every <duration> for all players: | Once per interval for each online player, as that player |
every day at <hh:mm>: | Once a day at that time, by the server's clock |
every monday at <hh:mm>: | Once a week; any weekday name works |
1 tick (a twentieth of a second).async: for anything heavy.every day at 18:00:, every friday at 20:30:. They do not drift with restarts the way a every 24 hours: timer does. A time that passes while the server is off is skipped, not caught up, and for all players may be added as with any timer.every day at 00:00:
delete {daily_reward_claimed}
broadcast "&6Daily rewards are available again!"