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Showing content from https://github.com/simon816/Command-Block-Assembly/wiki/Command-IR-Instruction-Reference below:

Command IR Instruction Reference · simon816/Command-Block-Assembly Wiki · GitHub

Basic Commands and Instructions

<ret> = as_single_cmd <block>

Forces a basic block to become a single command, the command is returned as a command variable. An error is raised if the block cannot be a single command.

block: BasicBlock The basic block

ret: CmdFunction

Allowed locations: preamble

bar_set_max <bar>, <max>

Sets the maximum value for a bossbar.

bar: BossbarRef Bar to modify

max: int Max value

Allowed locations: runtime code

bar_set_players <bar>, <players>

Set the players who can see the bossbar.

bar: BossbarRef Bossbar

players: Opt(EntitySelection) Players. If NULL then no players will be shown the bar

Allowed locations: runtime code

bar_set_value <bar>, <val>

Sets the current value of the given bossbar.

bar: BossbarRef Bossbar to modify

val: int Bar value

Allowed locations: runtime code

clear <targets>, <item>, <max_count>

Clears items matching the given item type from targetted entities.

targets: EntitySelection Entities to clear the item from

item: ItemType Item to clear

max_count: int Max count of items. -1 to clear all matching items.

Allowed locations: runtime code

clone <src0>, <src1>, <dest>

Clones a region of blocks specified by a lower left and upper right bound to a given destination position.

src0: Position Lower left position

src1: Position Upper right position

dest: Position Destination position

Allowed locations: runtime code

<ret> = copy <any>

Creates a deep copy of an object. Only certain object types can be copied.

any: NativeType Any object that supports copying

ret: NativeType

Allowed locations: preamble

<ret> = getter <var>

Returns a command variable that when run, gives the variable's value in the 'result' of the command's execution.

var: Variable The variable to create the getter for

ret: CmdFunction

Allowed locations: preamble

give <targets>, <item>, <count>

Gives targetted entities an item.

targets: EntitySelection Entities to give the item to

item: ItemType The item to give

count: int Item count

Allowed locations: runtime code

give_effect <target>, <effect>, <seconds>, <amp>, <hide_particles>

Gives target entities the specified effect. See /effect for details.

target: EntitySelection Entities to give the effect to

effect: VirtualString The effect name

seconds: Opt(int) Number of seconds the effect will last

amp: Opt(int) Amplifier

hide_particles: Opt(str) Whether to hide particles (true|false)

Allowed locations: runtime code

join_team <team>, <members>

Adds the specified entities to the given team.

team: TeamRef The team to join

members: Opt(EntitySelection) Members joining the team. If NULL then the current command sender is added.

Allowed locations: runtime code

kill <target>

Despawns the target entities from the world.

target: EntitySelection Entities to despawn

Allowed locations: runtime code

move_to_entity <sources>, <target>

Moves entities to another target entity.

sources: EntitySelection Entities to move

target: EntitySelection Destination entity

Allowed locations: runtime code

pragma <key>, <value>

Set a pragma value. Pragmas are implementation defined and generally should not be configured by end users.

key: str Pragma name

value: VirtualString Pragma value

Allowed locations: global preamble

replace_block_item <pos>, <slot>, <item>, <amount>

Replaces an item in a block's inventory at a specified slot with the given item. See /replaceitem for details.

pos: Position Block position

slot: VirtualString Inventory slot

item: ItemType Replacement item

amount: Opt(int) Replace amount

Allowed locations: runtime code

replace_entity_item <target>, <slot>, <item>, <amount>

Replaces an item in an entity's inventory at a specified slot with the given item. See /replaceitem for details.

target: EntitySelection Target entities to replace their items

slot: VirtualString Inventory slot

item: ItemType Replacement item

amount: Opt(int) Replace amount

Allowed locations: runtime code

run_cmd <cmd>

Runs the command given in the command variable.

cmd: CmdFunction The command variable

Allowed locations: runtime code

set_title_times <player>, <fade_in>, <stay>, <fade_out>

Sets the timer parameters for a title being shown to the player.

player: EntitySelection Players to set the times on

fade_in: int Title fade in time

stay: int Title stay time

fade_out: int Title fade out time

Allowed locations: runtime code

setblock <pos>, <block>

Sets a block in the world at the given position to the given block type.

pos: Position The block position

block: BlockType The block type

Allowed locations: runtime code

spawn_entity <entity>, <pos>, <data>

Spawns an entity of the given type at a position.

entity: VirtualString Entity type name

pos: Opt(Position) Position. Defaults to the location of the sender

data: Opt(NBTCompound) Optional NBT data for the entity

Allowed locations: runtime code

spawn_particle <name>, <pos>, <delta>, <speed>, <count>, <mode>, <targets>

Spawn particle effects with the given parameters. See /particle for details.

name: VirtualString Particle name

pos: Position Position to spawn at

delta: Position Volume to spawn in

speed: float Speed of the particle

count: int Number of particles

mode: str Display mode (normal|force)

targets: Opt(EntitySelection) Players to show the particles to

Allowed locations: runtime code

team_collision <team>, <behaviour>

Sets the collision behavious for a given team.

team: TeamRef Team to modify

behaviour: str Collision behaviour

Allowed locations: runtime code

team_color <team>, <color>

Sets the color for a team.

team: TeamRef Team to modify

color: TextColor Color of the team

Allowed locations: runtime code

teleport <target>, <pos>

Moves target entities to a specified position.

target: EntitySelection Entities to move

pos: Position Position to move to

Allowed locations: runtime code

title <player>, <action>, <text>

Show a title text to the specified players.

player: EntitySelection Players to show to

action: str 'clear' or 'reset', otherwise title|subtitle|actionbar

text: Opt(TextObject) Text to show

Allowed locations: runtime code

tp_with_rot <target>, <pos>, <yrot>, <xrot>

Moves entities to the given position with a specific rotation.

target: EntitySelection Entities to move

pos: Position Position to move to

yrot: (int|float|RelPosVal|AncPosVal) y rotation

xrot: (int|float|RelPosVal|AncPosVal) x rotation

Allowed locations: runtime code

branch <label>

Unconditionally branch to the given label.

label: BasicBlock Destination to branch to

Allowed locations: compiletime, runtime code

call <label>

'calls' a label instead of branching. The label must be tagged with the 'function' modifier. Control will resume to the next instruction after the label has been executed.

label: BasicBlock Label tagged as a function

Allowed locations: compiletime, runtime code

clear_command_block

Remove any value from the special command block.

Allowed locations: runtime code

clear_zero_tick

Remove any function from the special zero-tick command block and clear the zero-tick flag.

Allowed locations: runtime code

cmpbr <left>, <op>, <right>, <if_true>, <if_false>

Compare two variables and jump depending on the comparison.

left: Variable Left variable

op: str Operator for comparison, one of: lt|le|eq|ge|gt

right: Variable Right variable

if_true: Opt(FunctionLike) Label to branch if true

if_false: Opt(FunctionLike) Label to branch to otherwise

Allowed locations: compiletime, runtime code

deferred_invoke <func>, <retblock>, <fnargs>, <retvars>

Invokes an 'open' function. i.e. a function that does not return to the caller immediately. The function must call the callback function once complete, use run_callback_on_exit for this.

func: VisibleFunction Function to invoke

retblock: BasicBlock Block to jump after invoke is finished

fnargs: Opt(tuple) Parameters to pass to the function

retvars: Opt(tuple) Tuple of Variables to place return values into

Allowed locations: runtime code

get_stack_head <dest>

Copies the head of the global stack into the given variable. Do not use in normal circumstances, instead use paramteter passing.

dest: Variable Variable to copy into

Allowed locations: runtime code

invoke <func>, <fnargs>, <retvars>

Invokes a function.

func: VisibleFunction Function to invoke

fnargs: Opt(tuple) Parameters to pass to the function

retvars: Opt(tuple) Tuple of Variables to place return values into

Allowed locations: runtime code

pop_stack

Removes the head of the global stack. Do not use in normal circumstances, instead use parameter passing.

Allowed locations: runtime code

push_function <func>

Push a function pointer to the top of the global stack.

func: FunctionLike Function to push

Allowed locations: runtime code

push_stack_frame <framevals>

(Internal) Create a new stackframe.

framevals: tuple Frame content

Allowed locations: runtime code

push_stack_val <value>

Push a value to the top of the global stack.

value: (Variable|int) Value to push

Allowed locations: runtime code

rangebr <var>, <min>, <max>, <if_true>, <if_false>

Branch to a label depending on the value of a variable.

var: Variable Variable to test

min: Opt(int) Minimum value, or NULL for negative infinity

max: Opt(int) Maximum value, or NULL for positive infinity

if_true: Opt(FunctionLike) Label to jump to if min <= var <= max

if_false: Opt(FunctionLike) Label to jump to otherwise

Allowed locations: compiletime, runtime code

ret

Return from a function.

Allowed locations: compiletime, runtime code

run_deferred_callback

(Internal) Copies the callback function from the stackframe into the zero tick block. See deferred_invoke.

Allowed locations: runtime code

set_command_block <func>

Sets the special command block to run the given function on the next tick.

func: FunctionLike Function to run

Allowed locations: runtime code

set_command_block_from_stack

set_command_block_from_stack

Copies the value from the top of the global stack into the special command block.

Allowed locations: runtime code

set_zero_tick <ref>

Sets the special zero-tick command block to the given function or function reference. The function will execute in the same tick once control is returned to the command block.

ref: (Variable|FunctionLike) Function reference

Allowed locations: runtime code

set_zero_tick_from_stack

Sets the special zero-tick command block to execute the function at the top of the global stack. The function will execute in the same tick once control is returned to the command block.

Allowed locations: runtime code

add_event_condition <event>, <path>, <value>

Add a condition to an event that must be true for the event handler to be invoked.

event: AdvEventRef Event to add the condition to

path: VirtualString JSON path in the advancement

value: VirtualString Value that must match

Allowed locations: preamble

<ret> = adv_event <event_name>

Creates an advancement-based event object.

event_name: VirtualString The event name

ret: AdvEventRef

Allowed locations: preamble

event_handler <handler>, <event>

Add an event handler to the given event specification.

handler: IRFunction Event handler

event: EventRef Event

Allowed locations: global preamble

fire_event <event>

Fires a tag-based event to all listeners.

event: TagEventRef Tag event to fire

Allowed locations: runtime code

revoke_event_adv <func>

(Internal) Revokes an advancement to allow an event to re-fire.

func: IRFunction Handler

Allowed locations: runtime code

setupfn <func>

Tags a function as being part of the setup phase. It is called whenever the datapack is reloaded.

func: VisibleFunction The setup function

Allowed locations: global preamble

<ret> = tag_event <tag_name>

Creates a tag-based event object.

tag_name: VirtualString The function tag name

ret: TagEventRef

Allowed locations: preamble

exec_align <chain>, <axes>

Executes the rest of the chain with the position aligned to the given axes. See /execute align for details.

chain: ExecChain Execute chain

axes: str Axes

Allowed locations: compiletime

exec_anchor <chain>, <anchor>

Execute the rest of the chain with the anchor position (^) fixed to either feet or eyes of the current entity.

chain: ExecChain Execute chain

anchor: str 'feet' or 'eyes'

Allowed locations: compiletime

exec_as <chain>, <target>

Executes the rest of the chain for each entity matching the given selection, changing @s to refer to the current matching entity.

chain: ExecChain Execute chain

target: EntitySelection Entities to iterate over

Allowed locations: compiletime

exec_at_entity <chain>, <target>

Executes the rest of the chain for each entity matching the given selection, changing the relative position, rotation and dimension to originate from the matching entity.

chain: ExecChain Execute chain

target: EntitySelection Entities to iterate over

Allowed locations: compiletime

exec_at_entity_pos <chain>, <target>

Executes the rest of the chain using just the position of each matching entity.

chain: ExecChain Execute chain

target: EntitySelection Entities to iterate over

Allowed locations: compiletime

exec_at_pos <chain>, <pos>

Executes the rest of the chain from the given position.

chain: ExecChain Execute chain

pos: Position Position

Allowed locations: compiletime

exec_face_entity <chain>, <target>, <feature>

Executes the rest of the chain with a rotation that faces the given target entity's feature.

chain: ExecChain Execute chain

target: EntitySelection Target entity to face

feature: str 'eyes' or 'feet'

Allowed locations: compiletime

exec_face_pos <chain>, <pos>

Executes the rest of the chain with a rotation that faces the given position.

chain: ExecChain Execute chain

pos: Position Look position

Allowed locations: compiletime

exec_finish <exec>

Finishes an execute chain without running an action. Used when only interested in whether a conditional matched or not.

exec: ExecChain Execute chain

Allowed locations: runtime code

exec_if_block <chain>, <pos>, <block>

Only execute the rest of the chain if the given block specification matches.

chain: ExecChain Execute chain

pos: Position Block position

block: BlockType Block type to test for

Allowed locations: compiletime

exec_if_blocks <chain>, <begin>, <end>, <dest>, <type>

See /execute if blocks.

chain: ExecChain Execute chain

begin: Position Begin position

end: Position End position

dest: Position Test position

type: str all or masked

Allowed locations: compiletime

exec_if_cmp <chain>, <left>, <op>, <right>

Executes the rest of the chain if the left variable relates to the right variable using the given operation.

chain: ExecChain Execute chain

left: Variable Left variable

op: str Operator, one of: lt|le|eq|ge|gt

right: Variable Right variable

Allowed locations: compiletime

exec_if_entity <chain>, <target>

Execute the rest of the chain if at least one entity is found matching the given selection.

chain: ExecChain Execute chain

target: EntitySelection Entities

Allowed locations: compiletime

exec_if_nbt_var <chain>, <var>

Executes the rest of the chain if the NBT path to the given variable exists. Note that the variable must be backed by NBT.

chain: ExecChain Execute chain

var: Variable NBT Variable

Allowed locations: compiletime

exec_if_var <chain>, <var>, <min>, <max>

Execute the rest of the chain if the given variable is within the given bounds.

chain: ExecChain Execute chain

var: Variable Variable

min: Opt(int) Minimum value, or NULL for negative infinity

max: Opt(int) Maximum value, or NULL for positive infinity

Allowed locations: compiletime

exec_rot_entity <chain>, <target>

Executes the rest of the chain with the rotation equivalent to the rotation of the given entity.

chain: ExecChain Execute chain

target: EntitySelection Entities to execute with the rotation of

Allowed locations: compiletime

exec_rotate <chain>, <y>, <x>

Executes the rest of the chain with the given rotation.

chain: ExecChain Execute chain

y: (int|float|RelPosVal) Y rotation

x: (int|float|RelPosVal) X rotation

Allowed locations: compiletime

exec_run <exec>, <func>

Finishes the execute chain by running either a command variable, a function label, or a function that takes no parameters.

exec: ExecChain Execute chain

func: (CmdFunction|FunctionLike) Function or command to run

Allowed locations: runtime code

exec_store <chain>, <storetype>, <spec>

Adds an execute store component to the execute chain.

chain: ExecChain Execute chain

storetype: str Either result or success

spec: ExecStoreSpec Execute store specificaion

Allowed locations: compiletime

<ret> = exec_store_bar <bar>, <attr>

Creates an execute store specification that stores into a bossbar.

bar: BossbarRef Bossbar to store into

attr: str Attribute to store into, either 'value' or 'max'

ret: ExecStoreSpec

Allowed locations: preamble

<ret> = exec_store_entity <target>, <path>, <nbttype>, <scale>

Create an execute store specification that stores into an entity's NBT.

target: EntitySelection Target entity

path: VirtualString NBT path

nbttype: NBTType NBT type

scale: (int|float) Scale before storing

ret: ExecStoreSpec

Allowed locations: preamble

<ret> = exec_store_var <var>

Creates an execute store specification that stores into a variable.

var: Variable Variable to store into

ret: ExecStoreSpec

Allowed locations: preamble

exec_unless_block <chain>, <pos>, <block>

Only execute the rest of the chain if the given block specification doesn't match.

chain: ExecChain Execute chain

pos: Position Block position

block: BlockType Block type to test for

Allowed locations: compiletime

exec_unless_blocks <chain>, <begin>, <end>, <dest>, <type>

See /execute unless blocks.

chain: ExecChain Execute chain

begin: Position Begin position

end: Position End position

dest: Position Test position

type: str all or masked

Allowed locations: compiletime

exec_unless_cmp <chain>, <left>, <op>, <right>

Executes the rest of the chain if the left variable doesn't relate to the right variable using the given operation.

chain: ExecChain Execute chain

left: Variable Left variable

op: str Operator, one of: lt|le|eq|ge|gt

right: Variable Right variable

Allowed locations: compiletime

exec_unless_entity <chain>, <target>

Execute the rest of the chain if no entity is found to match the given selection.

chain: ExecChain Execute chain

target: EntitySelection Entities

Allowed locations: compiletime

exec_unless_nbt_var <chain>, <var>

Executes the rest of the chain if the NBT path to the given variable does not exist. Note that the variable must be backed by NBT.

chain: ExecChain Execute chain

var: Variable NBT Variable

Allowed locations: compiletime

exec_unless_var <chain>, <var>, <min>, <max>

Execute the rest of the chain if the given variable is not within the given bounds.

chain: ExecChain Execute chain

var: Variable Variable

min: Opt(int) Minimum value, or NULL for negative infinity

max: Opt(int) Maximum value, or NULL for positive infinity

Allowed locations: compiletime

<ret> = execute

Create a new execute chain.

ret: ExecChain

Allowed locations: preamble

extern

Marks the function as externally visible. The function will not be renamed on name conflict and will not be removed during optimization.

Allowed locations: function preamble

inline

Marks the function as inline-able. invoke calls to this function will result in the body of the function being inserted at the call site

Allowed locations: function preamble

namespace <namespace>

Sets the function's namespace. By default, a function's namespace is inherited from the datapack definition. This instruction overrides that.

namespace: VirtualString The namespace

Allowed locations: function preamble

pure_func

Marks the function as a pure function (i.e. no side-effects). No checks are done to ensure it is side-effect free, allowing for functions with irrelevant side-effects (e.g. caching) to be marked as pure.

Allowed locations: function preamble

run_callback_on_exit

Converts this function into an async function - one that does not return immediately, but instead invokes a callback when it eventually exits. Call this function with deferred_invoke.

Allowed locations: function preamble

<ret> = entity_local_nbt <type>, <target>, <path>

Create an NBT variable that references an entity's NBT

type: VarType Variable type

target: EntityRef Target entity

path: VirtualString NBT path

ret: Variable

Allowed locations: preamble

<ret> = func_ref <func>

Create an NBT compound value that refers to the given function. Caveat: The function must be defined before this instruction is used.

func: FunctionLike Function to create a reference to

ret: NBTCompound

Allowed locations: preamble

nbt_assign <var>, <nbt>

Sets NBT data on the given variable (which must have type 'nbt').

var: Variable Variable to set the value on

nbt: (NBTBase|Variable) NBT value

Allowed locations: runtime code

<ret> = nbt_compound

Creates a new NBT compound.

ret: NBTCompound

Allowed locations: preamble

nbt_compound_set <var>, <key>, <val>

Sets a key to the given NBT value in a compound tag.

var: NBTCompound Compound to set on

key: VirtualString Key

val: NBTBase Value

Allowed locations: compiletime

<ret> = nbt_data_getter <target>, <path>, <scale>

Creates a command variable that when called, sets the 'result' value to whatever the value at the path is in a block or entity.

target: (BlockRef|EntitySelection) Block or entity to retrieve the value from

path: VirtualString NBT path to the value

scale: Opt(float) Scale the result before returning

ret: CmdFunction

Allowed locations: preamble

nbt_data_merge <target>, <data>

Merge the given NBT compound with a block or entity.

target: (BlockRef|EntityRef) Block or entity to merge with

data: NBTCompound Compound tag holding values to merge into the target

Allowed locations: runtime code

<ret> = nbt_get_length <var>

Creates a command variable that when called, sets the 'result' value to the length of this NBT variable (list, compound or string).

var: Variable NBT variable

ret: CmdFunction

Allowed locations: preamble

<ret> = nbt_list <list_type>

Creates a new NBT list of the given element type.

list_type: Opt(NBTType) Type of elements. NULL leaves the list with an unknown type

ret: NBTList

Allowed locations: preamble

nbt_list_append <list>, <value>

Appends the given NBT value to an NBT list.

list: NBTList List to append to

value: NBTBase Value to append. The value type must be compatible with the list's element type

Allowed locations: compiletime

nbt_modify_from <target>, <target_path>, <action>, <source>, <source_path>

Modify a block or entity at the given NBT path, performing the given action, choosing the value from a path in another block or entity.

target: (BlockRef|EntitySelection) Block or entity to modify

target_path: VirtualString NBT path to modify

action: str Action, one of: append|insert|merge|prepend|set

source: (BlockRef|EntitySelection) Source entity or block

source_path: VirtualString Path in source

Allowed locations: runtime code

nbt_modify_val <target>, <path>, <action>, <source>

Modify a block or entity at the given NBT path, performing the given action, with the given NBT value.

target: (BlockRef|EntitySelection) Block or entity to modify

path: VirtualString NBT path to modify

action: str Action, one of: append|insert|merge|prepend|set

source: NBTBase Value

Allowed locations: runtime code

nbt_modify_var_from <var>, <action>, <source>, <source_path>

Similar to nbt_modify_from except modifies an NBT variable.

var: Variable Variable to modify

action: str Action

source: (BlockRef|EntitySelection) Source entity or block

source_path: (VirtualString|MutableString) Path in source

Allowed locations: runtime code

nbt_remove <nbtvar>

Removes NBT data associated with an NBT variable. Note that if the variable represents an index into an array, the variable may take on a new value after deleting.

nbtvar: Variable The NBT variable to delete

Allowed locations: runtime code

nbt_serialize <dest>, <nbt>

Serializes an NBT tag to a string, sets the given MutableString to the serialized value.

dest: MutableString Destination string

nbt: NBTBase NBT data to serialize

Allowed locations: compiletime

<ret> = nbt_val <type>, <value>

Creates an NBT value of the given NBT type and value.

type: NBTType NBT type

value: (NoneType|float|int|VirtualString) Value of this NBT component. Must be valid for the NBT type

ret: NBTBase

Allowed locations: preamble

nbt_var_append <var>, <nbt>

Appends NBT data to the given nbt variable. The variable must point to an NBT list, else it will fail at runtime.

var: Variable Variable to set the value on

nbt: (NBTBase|Variable) NBT value

Allowed locations: runtime code

<ret> = nbtsubpath <root>, <path>, <vartype>

Create a derivative NBT variable from a sub-path of a parent NBT variable.

root: Variable Original variable

path: VirtualString subpath

vartype: VarType Type of the variable

ret: Variable

Allowed locations: preamble

Variable Arithmetic Instructions

<var> = <value>

Sets a variable to a given value.

var: Variable Variable to set the value on

value: (int|Variable|float) Value to set

<dest> <op> <src>

Performs an operation on a destination variable using a source value. See /scoreboard for details on each operation.

Valid operations are:

+=

/=

%=

>

<

*=

-=

><

dest: Variable Destination for the operation

src: (int|Variable|float) Source for the operation

<ret> = text

Creates a text object.

ret: TextObject

Allowed locations: preamble

text_append <text>, <value>

Appends the given value to the text object.

text: TextObject Text to append to

value: (VirtualString|int|Variable|TextObject) Value to append

Allowed locations: compiletime

text_click_action <text>, <action>, <value>

Sets the click action on a text object.

text: TextObject Text object

action: str Action, one of: open_url|open_file|change_page

value: VirtualString Value of the action

Allowed locations: compiletime

text_click_func <text>, <action>, <func>

Sets the click action of a text object to run or suggest a function or command.

text: TextObject Text object

action: str Either run or suggest

func: (FunctionLike|CmdFunction) Function or command

Allowed locations: compiletime

text_send <text>, <target>

Sends a text object to target players.

text: TextObject Text to send

target: EntitySelection Players to send the text to

Allowed locations: runtime code

text_style <text>, <prop>, <val>

Sets a style property of a text object.

text: TextObject Text to change the style of

prop: str Style property

val: (str|VirtualString) Style value

Allowed locations: compiletime

Type Constructor Instructions

add_block_prop <block>, <key>, <value>

Adds a property to the block reference.

block: BlockType Block

key: (VirtualString|str) Property name

value: VirtualString Property value

Allowed locations: compiletime

add_item_prop <item>, <nbtprop>

Adds an NBT value to the item properties.

item: ItemType Item

nbtprop: NBTCompound NBT value

Allowed locations: compiletime

<ret> = anc_pos <val>

Creates a position component that is relative to the current anchor location (i.e. '^').

val: (float|int) Offset from anchor

ret: AncPosVal

Allowed locations: preamble

<ret> = block <block_id>

Creates a block type reference.

block_id: VirtualString ID of the block

ret: BlockType

Allowed locations: preamble

<ret> = block_pos <x>, <y>, <z>

Create a block position variable.

x: (int|float|RelPosVal|AncPosVal) X value

y: (int|float|RelPosVal|AncPosVal) Y value

z: (int|float|RelPosVal|AncPosVal) Z value

ret: Position

Allowed locations: preamble

<ret> = bossbar <name>, <display>

Creates a bossbar reference.

name: str Bossbar name

display: TextObject Display text

ret: BossbarRef

Allowed locations: global preamble

<ret> = command <cmd>

Creates a command variable out of a raw command string.

cmd: VirtualString Raw command string

ret: CmdFunction

Allowed locations: preamble

<ret> = compileonly <type>

Creates a local variable of the given variable type.

type: VarType Variable type

ret: Variable

Allowed locations: function preamble

<ret> = define <type>

Creates a local variable of the given variable type.

type: VarType Variable type

ret: Variable

Allowed locations: function preamble

<ret> = entity_local_access <local>, <target>

Creates a variable whose value depends on the objective and target entities.

local: EntityLocal Scoreboard objective

target: EntitySelection Target entities

ret: Variable

Allowed locations: preamble

<ret> = global <type>, <linkage>, <namespace>

Creates a global variable of the given variable type.

type: VarType Variable type

linkage: str Linkage (internal|external)

namespace: Opt(VirtualString) Namespace

ret: Variable

Allowed locations: global preamble

<ret> = item <item_id>

Creates an item reference.

item_id: VirtualString Item ID

ret: ItemType

Allowed locations: preamble

<ret> = item_name <item>

Constructs a string containing the given item's name.

item: ItemType Item to get the name of

ret: VirtualString

Allowed locations: preamble

<ret> = mut_string <val>

Creates a new mutable string with an optional initial value.

val: Opt(VirtualString) Initial value

ret: MutableString

Allowed locations: preamble

<ret> = objective <name>, <criteria>

Creates a new objective reference, optionally with some criteria.

name: VirtualString Objective name

criteria: Opt(VirtualString) Criteria. If NULL then it will be 'dummy'

ret: EntityLocal

Allowed locations: global preamble

<ret> = parameter <type>, <passtype>

Add a required parameter of a given type to a function.

type: VarType Parameter type

passtype: str Parameter pass type (byref or byval)

ret: Variable

Allowed locations: function preamble

<ret> = player_ref <name>

Creates a reference to a player name.

name: VirtualString Player name

ret: EntityRef

Allowed locations: preamble

<ret> = position <x>, <y>, <z>

Create a position variable.

x: (int|float|RelPosVal|AncPosVal) X value

y: (int|float|RelPosVal|AncPosVal) Y value

z: (int|float|RelPosVal|AncPosVal) Z value

ret: Position

Allowed locations: preamble

<ret> = rel_pos <val>

Create a position component that is relative to the sender (i.e. '~').

val: (float|int) Offset from sender

ret: RelPosVal

Allowed locations: preamble

<ret> = return <type>

Define a variable to hold a return value of the given type for a function.

type: VarType Return type

ret: Variable

Allowed locations: function preamble

sel_nbt <sel>, <path>, <val>

Adds an NBT specification to the selector. Candidate entities must have the NBT value specified in the given NBT value.

sel: Selector Selector

path: VirtualString Path to NBT, empty string is the root path

val: NBTBase Value that candidate entities must match

Allowed locations: compiletime

select_score_range <sel>, <score>, <min>, <max>

Adds a score range parameter to the selector.

sel: Selector Selector

score: EntityLocal Score

min: Opt(int) Minimum value, or NULL for negative infinity

max: Opt(int) Maximum value, or NULL for positive infinity

Allowed locations: compiletime

<ret> = selector <type>

Creates a new selector object.

type: SelectorType Type of selector (a|e|s|p|r)

ret: EntitySelection

Allowed locations: preamble

set_block_nbt <block>, <nbt>

Sets NBT data to a block reference.

block: BlockType Block

nbt: NBTCompound NBT value

Allowed locations: compiletime

set_selector <sel>, <key>, <value>

Sets a selector key to the given value.

sel: Selector Selector

key: str Key

value: VirtualString Value

Allowed locations: compiletime

string_concat <dest>, <src>

Appends src onto the mutable string dest. src is copied by value.

dest: MutableString String to modify

src: (MutableString|VirtualString) Source string

Allowed locations: compiletime

<ret> = team <name>, <display>

Creates a team reference.

name: str Team name

display: Opt(TextObject) Optional display text

ret: TeamRef

Allowed locations: global preamble


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