| Class | Description | 
|---|---|
| AdvancementEvent | 
 This event is fired when a player gets an advancement. 
 | 
| AnvilRepairEvent | 
 Fired when the player removes a "repaired" item from the Anvil's Output slot. 
 | 
| ArrowLooseEvent | 
 ArrowLooseEvent is fired when a player stops using a bow. 
 | 
| ArrowNockEvent | 
 ArrowNockEvent is fired when a player begins using a bow. 
 | 
| AttackEntityEvent | 
 AttackEntityEvent is fired when a player attacks an Entity. 
 | 
| BonemealEvent | 
 This event is called when a player attempts to use Bonemeal on a block. 
 | 
| CriticalHitEvent | 
 This event is fired whenever a player attacks an Entity in
 EntityPlayer#attackTargetEntityWithCurrentItem(Entity). 
 | 
| EntityItemPickupEvent | 
 This event is called when a player collides with a EntityItem on the ground. 
 | 
| FillBucketEvent | 
 This event is fired when a player attempts to use a Empty bucket, it
 can be canceled to completely prevent any further processing. 
 | 
| ItemFishedEvent | 
 This event is called when a player fishes an item. 
 | 
| ItemTooltipEvent | |
| PlayerContainerEvent | |
| PlayerContainerEvent.Close | |
| PlayerContainerEvent.Open | |
| PlayerDestroyItemEvent | 
 PlayerDestroyItemEvent is fired when a player destroys an item. 
 | 
| PlayerDropsEvent | 
 Child class of LivingDropEvent that is fired specifically when a
 player dies. 
 | 
| PlayerEvent | 
 PlayerEvent is fired whenever an event involving Living entities occurs. 
 | 
| PlayerEvent.BreakSpeed | 
 BreakSpeed is fired when a player attempts to harvest a block. 
 | 
| PlayerEvent.Clone | 
 Fired when the EntityPlayer is cloned, typically caused by the network sending a RESPAWN_PLAYER event. 
 | 
| PlayerEvent.HarvestCheck | 
 HarvestCheck is fired when a player attempts to harvest a block. 
 | 
| PlayerEvent.LoadFromFile | 
 The player is being loaded from the world save. 
 | 
| PlayerEvent.NameFormat | 
 NameFormat is fired when a player's display name is retrieved. 
 | 
| PlayerEvent.SaveToFile | 
 The player is being saved to the world store. 
 | 
| PlayerEvent.StartTracking | 
 Fired when an Entity is started to be "tracked" by this player (the player receives updates about this entity, e.g. motion). 
 | 
| PlayerEvent.StopTracking | 
 Fired when an Entity is stopped to be "tracked" by this player (the player no longer receives updates about this entity, e.g. motion). 
 | 
| PlayerEvent.Visibility | 
 Fired when the world checks if a player is near enough to be attacked by an entity. 
 | 
| PlayerFlyableFallEvent | 
 Occurs when a player falls, but is able to fly. 
 | 
| PlayerInteractEvent | 
 PlayerInteractEvent is fired when a player interacts in some way. 
 | 
| PlayerInteractEvent.EntityInteract | 
 This event is fired on both sides when the player right clicks an entity. 
 | 
| PlayerInteractEvent.EntityInteractSpecific | 
 This event is fired on both sides whenever a player right clicks an entity. 
 | 
| PlayerInteractEvent.LeftClickBlock | 
 This event is fired when a player left clicks while targeting a block. 
 | 
| PlayerInteractEvent.LeftClickEmpty | 
 This event is fired on the client side when the player left clicks empty space with any ItemStack. 
 | 
| PlayerInteractEvent.RightClickBlock | 
 This event is fired on both sides whenever the player right clicks while targeting a block. 
 | 
| PlayerInteractEvent.RightClickEmpty | 
 This event is fired on the client side when the player right clicks empty space with an empty hand. 
 | 
| PlayerInteractEvent.RightClickItem | 
 This event is fired on both sides before the player triggers  
Item.onItemRightClick(net.minecraft.world.World, net.minecraft.entity.player.EntityPlayer, net.minecraft.util.EnumHand). | 
| PlayerPickupXpEvent | 
 This event is called when a player collides with a EntityXPOrb on the ground. 
 | 
| PlayerSetSpawnEvent | |
| PlayerSleepInBedEvent | 
 PlayerSleepInBedEvent is fired when a player sleeps in a bed. 
 | 
| PlayerWakeUpEvent | 
 This event is fired when the player is waking up. 
 | 
| SleepingLocationCheckEvent | 
 This event is fired when game checks, if sleeping player should be still considered "in bed". 
 | 
| SleepingTimeCheckEvent | 
 This event is fired when the game checks if players can sleep at this time. 
 | 
| UseHoeEvent | 
 This event is fired when a player attempts to use a Hoe on a block, it
 can be canceled to completely prevent any further processing. 
 |