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A set of events that fire before an actual action occurs. In most cases, you can potentially cancel or modify the impending event. Note that in before events any APIs that modify gameplay state will not function and will throw an error. (e.g., dimension.spawnEntity)
Properties
chatSend
read-only chatSend: ChatSendBeforeEventSignal;
This event is triggered after a chat message has been broadcast or sent to players.
Type: ChatSendBeforeEventSignal
Caution
This property is still in pre-release. Its signature may change or it may be removed in future releases.
Notes:
- This property can be read in early-execution mode.
Examples
customCommand.ts
import { world, DimensionLocation } from "@minecraft/server";
function customCommand(targetLocation: DimensionLocation) {
const chatCallback = world.beforeEvents.chatSend.subscribe((eventData) => {
if (eventData.message.includes("cancel")) {
// Cancel event if the message contains "cancel"
eventData.cancel = true;
} else {
const args = eventData.message.split(" ");
if (args.length > 0) {
switch (args[0].toLowerCase()) {
case "echo":
// Send a modified version of chat message
world.sendMessage(`Echo '${eventData.message.substring(4).trim()}'`);
break;
case "help":
world.sendMessage(`Available commands: echo <message>`);
break;
}
}
}
});
}
(preview) Work with this sample on the MCTools.dev code sandbox.
effectAdd
read-only effectAdd: EffectAddBeforeEventSignal;
This event is triggered after an event has been added to an entity.
Type: EffectAddBeforeEventSignal
Notes:
- This property can be read in early-execution mode.
entityRemove
read-only entityRemove: EntityRemoveBeforeEventSignal;
Fires before an entity is removed from the world (for example, unloaded or removed after being killed.)
Type: EntityRemoveBeforeEventSignal
Notes:
- This property can be read in early-execution mode.
explosion
read-only explosion: ExplosionBeforeEventSignal;
This event is fired after an explosion occurs.
Type: ExplosionBeforeEventSignal
Notes:
- This property can be read in early-execution mode.
itemUse
read-only itemUse: ItemUseBeforeEventSignal;
This event fires when an item is successfully used by a player.
Type: ItemUseBeforeEventSignal
Notes:
- This property can be read in early-execution mode.
playerBreakBlock
read-only playerBreakBlock: PlayerBreakBlockBeforeEventSignal;
This event fires before a block is broken by a player.
Type: PlayerBreakBlockBeforeEventSignal
Notes:
- This property can be read in early-execution mode.
playerGameModeChange
read-only playerGameModeChange: PlayerGameModeChangeBeforeEventSignal;
Type: PlayerGameModeChangeBeforeEventSignal
Notes:
- This property can be read in early-execution mode.
playerInteractWithBlock
read-only playerInteractWithBlock: PlayerInteractWithBlockBeforeEventSignal;
Fires before a player interacts with a block.
Type: PlayerInteractWithBlockBeforeEventSignal
Notes:
- This property can be read in early-execution mode.
playerInteractWithEntity
read-only playerInteractWithEntity: PlayerInteractWithEntityBeforeEventSignal;
Fires before a player interacts with an entity.
Type: PlayerInteractWithEntityBeforeEventSignal
Notes:
- This property can be read in early-execution mode.
playerLeave
read-only playerLeave: PlayerLeaveBeforeEventSignal;
Fires when a player leaves the game.
Type: PlayerLeaveBeforeEventSignal
Notes:
- This property can be read in early-execution mode.
playerPlaceBlock
read-only playerPlaceBlock: PlayerPlaceBlockBeforeEventSignal;
This event fires before a block is placed by a player.
Type: PlayerPlaceBlockBeforeEventSignal
Caution
This property is still in pre-release. Its signature may change or it may be removed in future releases.
Notes:
- This property can be read in early-execution mode.
weatherChange
read-only weatherChange: WeatherChangeBeforeEventSignal;
Type: WeatherChangeBeforeEventSignal
Notes:
- This property can be read in early-execution mode.