xp
->experience
worldborder
warning
time
<time>
distance
<distance>
set
<distance>
[time]
get
damage
buffer
<distance>
amount
<damagePerBlock>
center
<pos>
add
<distance>
[time]
whitelist
remove
<targets>
reload
on
off
list
add
<targets>
weather
thunder
[duration]
rain
[duration]
clear
[duration]
w
->msg
trigger
<objective>
set
<value>
add
<value>
tp
->teleport
tm
->teammsg
title
<targets>
title
<title>
times
<fadeIn>
<stay>
<fadeOut>
subtitle
<title>
reset
clear
actionbar
<title>
time
set
<time>
noon
night
midnight
day
query
gametime
daytime
day
add
<time>
tellraw
<targets>
<message>
tell
->msg
teleport
<targets>
<location>
[rotation]
facing
<facingLocation>
entity
<facingEntity>
[facingAnchor]
<destination>
<location>
<destination>
teammsg
<message>
team
remove
<team>
modify
<team>
suffix
<suffix>
seeFriendlyInvisibles
<allowed>
prefix
<prefix>
nametagVisibility
never
hideForOwnTeam
hideForOtherTeams
always
friendlyFire
<allowed>
displayName
<displayName>
deathMessageVisibility
never
hideForOwnTeam
hideForOtherTeams
always
color
<value>
collisionRule
pushOwnTeam
pushOtherTeams
never
always
list
[team]
leave
<members>
join
<team>
[members]
empty
<team>
add
<team>
[displayName]
tag
<targets>
remove
<name>
list
add
<name>
summon
<entity>
[pos]
[nbt]
stopsound
<targets>
weather
[sound]
voice
[sound]
record
[sound]
player
[sound]
neutral
[sound]
music
[sound]
master
[sound]
hostile
[sound]
block
[sound]
ambient
[sound]
*
<sound>
stop
spreadplayers
<center>
<spreadDistance>
<maxRange>
<respectTeams>
<targets>
spawnpoint
[targets]
[pos]
setworldspawn
[pos]
setidletimeout
<minutes>
setblock
<pos>
<block>
replace
keep
destroy
seed
scoreboard
players
set
<targets>
<objective>
<score>
reset
<targets>
[objective]
remove
<targets>
<objective>
<score>
operation
<targets>
<targetObjective>
<operation>
<source>
<sourceObjective>
list
[target]
get
<target>
<objective>
enable
<targets>
<objective>
add
<targets>
<objective>
<score>
objectives
setdisplay
<slot>
[objective]
remove
<objective>
modify
<objective>
rendertype
integer
hearts
displayname
<displayName>
list
add
<objective>
<criteria>
[displayName]
schedule
function
<function>
<time>
say
<message>
save-on
save-off
save-all
flush
replaceitem
entity
<targets>
<slot>
<item>
[count]
block
<pos>
<slot>
<item>
[count]
reload
recipe
take
<targets>
<recipe>
*
give
<targets>
<recipe>
*
publish
[port]
playsound
<sound>
weather
<targets>
[pos]
[volume]
[pitch]
[minVolume]
voice
<targets>
[pos]
[volume]
[pitch]
[minVolume]
record
<targets>
[pos]
[volume]
[pitch]
[minVolume]
player
<targets>
[pos]
[volume]
[pitch]
[minVolume]
neutral
<targets>
[pos]
[volume]
[pitch]
[minVolume]
music
<targets>
[pos]
[volume]
[pitch]
[minVolume]
master
<targets>
[pos]
[volume]
[pitch]
[minVolume]
hostile
<targets>
[pos]
[volume]
[pitch]
[minVolume]
block
<targets>
[pos]
[volume]
[pitch]
[minVolume]
ambient
<targets>
[pos]
[volume]
[pitch]
[minVolume]
particle
<name>
[pos]
[delta]
<speed>
<count>
normal
[viewers]
force
[viewers]
pardon-ip
<target>
pardon
<targets>
op
<targets>
msg
<targets>
<message>
me
<action>
loot
spawn
<targetPos>
mine
<pos>
[tool]
offhand
mainhand
loot
<loot_table>
kill
<target>
fish
<loot_table>
<pos>
[tool]
offhand
mainhand
replace
entity
<entities>
<slot>
<count>
mine
<pos>
[tool]
offhand
mainhand
loot
<loot_table>
kill
<target>
fish
<loot_table>
<pos>
[tool]
offhand
mainhand
mine
<pos>
[tool]
offhand
mainhand
loot
<loot_table>
kill
<target>
fish
<loot_table>
<pos>
[tool]
offhand
mainhand
block
<targetPos>
<slot>
<count>
mine
<pos>
[tool]
offhand
mainhand
loot
<loot_table>
kill
<target>
fish
<loot_table>
<pos>
[tool]
offhand
mainhand
mine
<pos>
[tool]
offhand
mainhand
loot
<loot_table>
kill
<target>
fish
<loot_table>
<pos>
[tool]
offhand
mainhand
insert
<targetPos>
mine
<pos>
[tool]
offhand
mainhand
loot
<loot_table>
kill
<target>
fish
<loot_table>
<pos>
[tool]
offhand
mainhand
give
<players>
mine
<pos>
[tool]
offhand
mainhand
loot
<loot_table>
kill
<target>
fish
<loot_table>
<pos>
[tool]
offhand
mainhand
locate
Village
Swamp_Hut
Stronghold
Shipwreck
Pillager_Outpost
Ocean_Ruin
Monument
Mineshaft
Mansion
Jungle_Pyramid
Igloo
Fortress
EndCity
Desert_Pyramid
Buried_Treasure
list
uuids
kill
<targets>
kick
<targets>
[reason]
help
[command]
give
<targets>
<item>
[count]
gamerule
spectatorsGenerateChunks
[value]
spawnRadius
[value]
showDeathMessages
[value]
sendCommandFeedback
[value]
reducedDebugInfo
[value]
randomTickSpeed
[value]
naturalRegeneration
[value]
mobGriefing
[value]
maxEntityCramming
[value]
maxCommandChainLength
[value]
logAdminCommands
[value]
keepInventory
[value]
doWeatherCycle
[value]
doTileDrops
[value]
doMobSpawning
[value]
doMobLoot
[value]
doLimitedCrafting
[value]
doFireTick
[value]
doEntityDrops
[value]
doDaylightCycle
[value]
disableElytraMovementCheck
[value]
commandBlockOutput
[value]
announceAdvancements
[value]
gamemode
survival
[target]
spectator
[target]
creative
[target]
adventure
[target]
function
<name>
forceload
remove
<from>
[to]
all
query
[pos]
add
<from>
[to]
fill
<from>
<to>
<block>
replace
[filter]
outline
keep
hollow
destroy
experience
set
<targets>
<amount>
points
levels
query
<targets>
points
levels
add
<targets>
<amount>
points
levels
execute
unless
score
<target>
<targetObjective>
matches
<range>
->execute
>=
<source>
<sourceObjective>
->execute
>
<source>
<sourceObjective>
->execute
=
<source>
<sourceObjective>
->execute
<=
<source>
<sourceObjective>
->execute
<
<source>
<sourceObjective>
->execute
entity
<entities>
->execute
data
entity
<source>
<path>
->execute
block
<sourcePos>
<path>
->execute
blocks
<start>
<end>
<destination>
masked
->execute
all
->execute
block
<pos>
<block>
->execute
store
success
score
<targets>
<objective>
->execute
entity
<target>
<path>
short
<scale>
->execute
long
<scale>
->execute
int
<scale>
->execute
float
<scale>
->execute
double
<scale>
->execute
byte
<scale>
->execute
bossbar
<id>
value
->execute
max
->execute
block
<targetPos>
<path>
short
<scale>
->execute
long
<scale>
->execute
int
<scale>
->execute
float
<scale>
->execute
double
<scale>
->execute
byte
<scale>
->execute
result
score
<targets>
<objective>
->execute
entity
<target>
<path>
short
<scale>
->execute
long
<scale>
->execute
int
<scale>
->execute
float
<scale>
->execute
double
<scale>
->execute
byte
<scale>
->execute
bossbar
<id>
value
->execute
max
->execute
block
<targetPos>
<path>
short
<scale>
->execute
long
<scale>
->execute
int
<scale>
->execute
float
<scale>
->execute
double
<scale>
->execute
byte
<scale>
->execute
run
rotated
<rot>
->execute
as
<targets>
->execute
positioned
<pos>
->execute
as
<targets>
->execute
in
<dimension>
->execute
if
score
<target>
<targetObjective>
matches
<range>
->execute
>=
<source>
<sourceObjective>
->execute
>
<source>
<sourceObjective>
->execute
=
<source>
<sourceObjective>
->execute
<=
<source>
<sourceObjective>
->execute
<
<source>
<sourceObjective>
->execute
entity
<entities>
->execute
data
entity
<source>
<path>
->execute
block
<sourcePos>
<path>
->execute
blocks
<start>
<end>
<destination>
masked
->execute
all
->execute
block
<pos>
<block>
->execute
facing
<pos>
->execute
entity
<targets>
<anchor>
->execute
at
<targets>
->execute
as
<targets>
->execute
anchored
<anchor>
->execute
align
<axes>
->execute
enchant
<targets>
<enchantment>
[level]
effect
give
<targets>
<effect>
[seconds]
[amplifier]
[hideParticles]
clear
<targets>
[effect]
difficulty
peaceful
normal
hard
easy
deop
<targets>
defaultgamemode
survival
spectator
creative
adventure
debug
stop
start
datapack
list
enabled
available
enable
<name>
last
first
before
<existing>
after
<existing>
disable
<name>
data
remove
entity
<target>
<path>
block
<targetPos>
<path>
modify
entity
<target>
<targetPath>
set
value
<value>
from
entity
<source>
[sourcePath]
block
<sourcePos>
[sourcePath]
prepend
value
<value>
from
entity
<source>
[sourcePath]
block
<sourcePos>
[sourcePath]
merge
value
<value>
from
entity
<source>
[sourcePath]
block
<sourcePos>
[sourcePath]
insert
<index>
value
<value>
from
entity
<source>
[sourcePath]
block
<sourcePos>
[sourcePath]
append
value
<value>
from
entity
<source>
[sourcePath]
block
<sourcePos>
[sourcePath]
block
<targetPos>
<targetPath>
set
value
<value>
from
entity
<source>
[sourcePath]
block
<sourcePos>
[sourcePath]
prepend
value
<value>
from
entity
<source>
[sourcePath]
block
<sourcePos>
[sourcePath]
merge
value
<value>
from
entity
<source>
[sourcePath]
block
<sourcePos>
[sourcePath]
insert
<index>
value
<value>
from
entity
<source>
[sourcePath]
block
<sourcePos>
[sourcePath]
append
value
<value>
from
entity
<source>
[sourcePath]
block
<sourcePos>
[sourcePath]
merge
entity
<target>
<nbt>
block
<targetPos>
<nbt>
get
entity
<target>
[path]
[scale]
block
<targetPos>
[path]
[scale]
clone
<begin>
<end>
<destination>
replace
normal
move
force
masked
normal
move
force
filtered
<filter>
normal
move
force
clear
[targets]
[item]
[maxCount]
bossbar
set
<id>
visible
<visible>
value
<value>
style
progress
notched_6
notched_20
notched_12
notched_10
players
[targets]
name
<name>
max
<max>
color
yellow
white
red
purple
pink
green
blue
remove
<id>
list
get
<id>
visible
value
players
max
add
<id>
<name>
banlist
players
ips
ban-ip
<target>
[reason]
ban
<targets>
[reason]
advancement
revoke
<targets>
until
<advancement>
through
<advancement>
only
<advancement>
[criterion]
from
<advancement>
everything
grant
<targets>
until
<advancement>
through
<advancement>
only
<advancement>
[criterion]
from
<advancement>
everything
Last active
January 22, 2019 20:09
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