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Event command
Runs the selected event by name as the thing that executes the command. You can run entity events as blocks, but be aware that it might rely on it being one.
Enables/disables the selected event. When called without an identifier, it will affect all events. If you disabled all events, then you can selectively enable them. It WILL reset when you reload the game.
It will create a new event that you can hook into. This command is used internally by all vanilla entity events. If the event exists, then you get a warning.
event create <namespace of target>:<name of target> <event name> <target-type>
The event's name will be:
<namespace>:<target-type>/<name>/<event-name>
The event cancel
command will try to cancel the current event, if possible. Currently only "before" events can be canceled! it will do nothing when used outside of one.
You can't search for ids the same way you search for block ids. (If it's not clear, try it)