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- advancement grant <targets> everything
- advancement grant <targets> from <advancement>
- advancement grant <targets> only <advancement>
- advancement grant <targets> only <advancement> <criterion>
- advancement grant <targets> through <advancement>
- advancement grant <targets> until <advancement>
- advancement revoke <targets> everything
- advancement revoke <targets> from <advancement>
- advancement revoke <targets> only <advancement>
- advancement revoke <targets> only <advancement> <criterion>
- advancement revoke <targets> through <advancement>
- advancement revoke <targets> until <advancement>
- ban <targets>
- ban <targets> <reason>
- ban-ip <target>
- ban-ip <target> <reason>
- banlist
- banlist ips
- banlist players
- blockdata <pos>
- blockdata <pos> <nbt>
- clear
- clear <targets>
- clear <targets> <item>
- clear <targets> <item> <maxCount>
- clone <begin> <end> <destination>
- clone <begin> <end> <destination> filtered <filter>
- clone <begin> <end> <destination> filtered <filter> force
- clone <begin> <end> <destination> filtered <filter> move
- clone <begin> <end> <destination> filtered <filter> normal
- clone <begin> <end> <destination> masked
- clone <begin> <end> <destination> masked force
- clone <begin> <end> <destination> masked move
- clone <begin> <end> <destination> masked normal
- clone <begin> <end> <destination> replace
- clone <begin> <end> <destination> replace force
- clone <begin> <end> <destination> replace move
- clone <begin> <end> <destination> replace normal
- data get block <pos>
- data get block <pos> <path>
- data get block <pos> <path> <scale>
- data get entity <target>
- data get entity <target> <path>
- data get entity <target> <path> <scale>
- data merge block <pos> <nbt>
- data merge entity <target> <nbt>
- data remove block <pos> <path>
- data remove entity <target> <path>
- debug start
- debug stop
- defaultgamemode adventure
- defaultgamemode creative
- defaultgamemode spectator
- defaultgamemode survival
- deop <targets>
- difficulty
- difficulty easy
- difficulty hard
- difficulty normal
- difficulty peaceful
- effect clear <targets>
- effect clear <targets> <effect>
- effect give <targets> <effect>
- effect give <targets> <effect> <seconds>
- effect give <targets> <effect> <seconds> <amplifier>
- effect give <targets> <effect> <seconds> <amplifier> <hideParticles>
- execute align <axes> -> execute
- execute as <targets> -> execute
- execute at <targets> -> execute
- execute if block <pos> <block> -> execute
- execute if blocks <start> <end> <destination> all
- execute if blocks <start> <end> <destination> all -> execute
- execute if blocks <start> <end> <destination> masked
- execute if blocks <start> <end> <destination> masked -> execute
- execute if entity <entities>
- execute if entity <entities> -> execute
- execute if score <target> <targetObjective> < <source> <sourceObjective>
- execute if score <target> <targetObjective> < <source> <sourceObjective> -> execute
- execute if score <target> <targetObjective> <= <source> <sourceObjective>
- execute if score <target> <targetObjective> <= <source> <sourceObjective> -> execute
- execute if score <target> <targetObjective> = <source> <sourceObjective>
- execute if score <target> <targetObjective> = <source> <sourceObjective> -> execute
- execute if score <target> <targetObjective> > <source> <sourceObjective>
- execute if score <target> <targetObjective> > <source> <sourceObjective> -> execute
- execute if score <target> <targetObjective> >= <source> <sourceObjective>
- execute if score <target> <targetObjective> >= <source> <sourceObjective> -> execute
- execute offset <pos> -> execute
- execute run ...
- execute store result block <pos> <path> byte <scale> -> execute
- execute store result block <pos> <path> double <scale> -> execute
- execute store result block <pos> <path> float <scale> -> execute
- execute store result block <pos> <path> int <scale> -> execute
- execute store result block <pos> <path> long <scale> -> execute
- execute store result block <pos> <path> short <scale> -> execute
- execute store result entity <target> <path> byte <scale> -> execute
- execute store result entity <target> <path> double <scale> -> execute
- execute store result entity <target> <path> float <scale> -> execute
- execute store result entity <target> <path> int <scale> -> execute
- execute store result entity <target> <path> long <scale> -> execute
- execute store result entity <target> <path> short <scale> -> execute
- execute store result score <targets> <objective> -> execute
- execute store success block <pos> <path> byte <scale> -> execute
- execute store success block <pos> <path> double <scale> -> execute
- execute store success block <pos> <path> float <scale> -> execute
- execute store success block <pos> <path> int <scale> -> execute
- execute store success block <pos> <path> long <scale> -> execute
- execute store success block <pos> <path> short <scale> -> execute
- execute store success entity <target> <path> byte <scale> -> execute
- execute store success entity <target> <path> double <scale> -> execute
- execute store success entity <target> <path> float <scale> -> execute
- execute store success entity <target> <path> int <scale> -> execute
- execute store success entity <target> <path> long <scale> -> execute
- execute store success entity <target> <path> short <scale> -> execute
- execute store success score <targets> <objective> -> execute
- execute unless block <pos> <block> -> execute
- execute unless blocks <start> <end> <destination> all
- execute unless blocks <start> <end> <destination> all -> execute
- execute unless blocks <start> <end> <destination> masked
- execute unless blocks <start> <end> <destination> masked -> execute
- execute unless entity <entities>
- execute unless entity <entities> -> execute
- execute unless score <target> <targetObjective> < <source> <sourceObjective>
- execute unless score <target> <targetObjective> < <source> <sourceObjective> -> execute
- execute unless score <target> <targetObjective> <= <source> <sourceObjective>
- execute unless score <target> <targetObjective> <= <source> <sourceObjective> -> execute
- execute unless score <target> <targetObjective> = <source> <sourceObjective>
- execute unless score <target> <targetObjective> = <source> <sourceObjective> -> execute
- execute unless score <target> <targetObjective> > <source> <sourceObjective>
- execute unless score <target> <targetObjective> > <source> <sourceObjective> -> execute
- execute unless score <target> <targetObjective> >= <source> <sourceObjective>
- execute unless score <target> <targetObjective> >= <source> <sourceObjective> -> execute
- experience add <targets> <amount>
- experience add <targets> <amount> levels
- experience add <targets> <amount> points
- experience query <targets> levels
- experience query <targets> points
- experience set <targets> <amount>
- experience set <targets> <amount> levels
- experience set <targets> <amount> points
- fill <from> <to> <block>
- fill <from> <to> <block> destroy
- fill <from> <to> <block> hollow
- fill <from> <to> <block> keep
- fill <from> <to> <block> outline
- fill <from> <to> <block> replace
- fill <from> <to> <block> replace <filter>
- function <name>
- gamemode adventure
- gamemode adventure <target>
- gamemode creative
- gamemode creative <target>
- gamemode spectator
- gamemode spectator <target>
- gamemode survival
- gamemode survival <target>
- gamerule announceAdvancements
- gamerule announceAdvancements <value>
- gamerule commandBlockOutput
- gamerule commandBlockOutput <value>
- gamerule disableElytraMovementCheck
- gamerule disableElytraMovementCheck <value>
- gamerule doDaylightCycle
- gamerule doDaylightCycle <value>
- gamerule doEntityDrops
- gamerule doEntityDrops <value>
- gamerule doFireTick
- gamerule doFireTick <value>
- gamerule doLimitedCrafting
- gamerule doLimitedCrafting <value>
- gamerule doMobLoot
- gamerule doMobLoot <value>
- gamerule doMobSpawning
- gamerule doMobSpawning <value>
- gamerule doTileDrops
- gamerule doTileDrops <value>
- gamerule doWeatherCycle
- gamerule doWeatherCycle <value>
- gamerule gameLoopFunction
- gamerule gameLoopFunction <value>
- gamerule keepInventory
- gamerule keepInventory <value>
- gamerule logAdminCommands
- gamerule logAdminCommands <value>
- gamerule maxCommandChainLength
- gamerule maxCommandChainLength <value>
- gamerule maxEntityCramming
- gamerule maxEntityCramming <value>
- gamerule mobGriefing
- gamerule mobGriefing <value>
- gamerule naturalRegeneration
- gamerule naturalRegeneration <value>
- gamerule randomTickSpeed
- gamerule randomTickSpeed <value>
- gamerule reducedDebugInfo
- gamerule reducedDebugInfo <value>
- gamerule sendCommandFeedback
- gamerule sendCommandFeedback <value>
- gamerule showDeathMessages
- gamerule showDeathMessages <value>
- gamerule spawnRadius
- gamerule spawnRadius <value>
- gamerule spectatorsGenerateChunks
- gamerule spectatorsGenerateChunks <value>
- give <targets> <item>
- give <targets> <item> <count>
- help
- help <command>
- kick <targets>
- kick <targets> <reason>
- kill <targets>
- list
- locate EndCity
- locate Fortress
- locate Mansion
- locate Mineshaft
- locate Monument
- locate Stronghold
- locate Temple
- locate Village
- me <action>
- msg <targets> <message>
- op <targets>
- pardon <targets>
- pardon-ip <target>
- particle <name> <pos> <delta> <speed> <count>
- particle <name> <pos> <delta> <speed> <count> force
- particle <name> <pos> <delta> <speed> <count> force <viewers>
- particle <name> <pos> <delta> <speed> <count> normal
- particle <name> <pos> <delta> <speed> <count> normal <viewers>
- playsound <sound> ambient <targets>
- playsound <sound> ambient <targets> <pos>
- playsound <sound> ambient <targets> <pos> <volume>
- playsound <sound> ambient <targets> <pos> <volume> <pitch>
- playsound <sound> ambient <targets> <pos> <volume> <pitch> <minVolume>
- playsound <sound> block <targets>
- playsound <sound> block <targets> <pos>
- playsound <sound> block <targets> <pos> <volume>
- playsound <sound> block <targets> <pos> <volume> <pitch>
- playsound <sound> block <targets> <pos> <volume> <pitch> <minVolume>
- playsound <sound> hostile <targets>
- playsound <sound> hostile <targets> <pos>
- playsound <sound> hostile <targets> <pos> <volume>
- playsound <sound> hostile <targets> <pos> <volume> <pitch>
- playsound <sound> hostile <targets> <pos> <volume> <pitch> <minVolume>
- playsound <sound> master <targets>
- playsound <sound> master <targets> <pos>
- playsound <sound> master <targets> <pos> <volume>
- playsound <sound> master <targets> <pos> <volume> <pitch>
- playsound <sound> master <targets> <pos> <volume> <pitch> <minVolume>
- playsound <sound> music <targets>
- playsound <sound> music <targets> <pos>
- playsound <sound> music <targets> <pos> <volume>
- playsound <sound> music <targets> <pos> <volume> <pitch>
- playsound <sound> music <targets> <pos> <volume> <pitch> <minVolume>
- playsound <sound> neutral <targets>
- playsound <sound> neutral <targets> <pos>
- playsound <sound> neutral <targets> <pos> <volume>
- playsound <sound> neutral <targets> <pos> <volume> <pitch>
- playsound <sound> neutral <targets> <pos> <volume> <pitch> <minVolume>
- playsound <sound> player <targets>
- playsound <sound> player <targets> <pos>
- playsound <sound> player <targets> <pos> <volume>
- playsound <sound> player <targets> <pos> <volume> <pitch>
- playsound <sound> player <targets> <pos> <volume> <pitch> <minVolume>
- playsound <sound> record <targets>
- playsound <sound> record <targets> <pos>
- playsound <sound> record <targets> <pos> <volume>
- playsound <sound> record <targets> <pos> <volume> <pitch>
- playsound <sound> record <targets> <pos> <volume> <pitch> <minVolume>
- playsound <sound> voice <targets>
- playsound <sound> voice <targets> <pos>
- playsound <sound> voice <targets> <pos> <volume>
- playsound <sound> voice <targets> <pos> <volume> <pitch>
- playsound <sound> voice <targets> <pos> <volume> <pitch> <minVolume>
- playsound <sound> weather <targets>
- playsound <sound> weather <targets> <pos>
- playsound <sound> weather <targets> <pos> <volume>
- playsound <sound> weather <targets> <pos> <volume> <pitch>
- playsound <sound> weather <targets> <pos> <volume> <pitch> <minVolume>
- publish
- publish <port>
- recipe give <targets> *
- recipe give <targets> <recipe>
- recipe take <targets> *
- recipe take <targets> <recipe>
- reload
- replaceitem block <pos> <slot> <item>
- replaceitem block <pos> <slot> <item> <count>
- replaceitem entity <targets> <slot> <item>
- replaceitem entity <targets> <slot> <item> <count>
- save-all
- save-all flush
- save-off
- save-on
- say <message>
- scoreboard objectives add <objective> <criteria>
- scoreboard objectives add <objective> <criteria> <displayName>
- scoreboard objectives list
- scoreboard objectives remove <objective>
- scoreboard objectives setdisplay <slot>
- scoreboard objectives setdisplay <slot> <objective>
- scoreboard players add <targets> <objective> <score>
- scoreboard players enable <targets> <objective>
- scoreboard players get <target> <objective>
- scoreboard players list
- scoreboard players list <target>
- scoreboard players operation <targets> <targetObjective> <operation> <source> <sourceObjective>
- scoreboard players remove <targets> <objective> <score>
- scoreboard players reset <targets>
- scoreboard players reset <targets> <objective>
- scoreboard players set <targets> <objective> <score>
- seed
- setblock <pos> <block>
- setblock <pos> <block> destroy
- setblock <pos> <block> keep
- setblock <pos> <block> replace
- setidletimeout <seconds>
- setworldspawn
- setworldspawn <pos>
- spawnpoint
- spawnpoint <targets>
- spawnpoint <targets> <pos>
- spreadplayers <center> <spreadDistance> <maxRange> <respectTeams> <targets>
- stop
- stopsound <targets>
- stopsound <targets> * <sound>
- stopsound <targets> ambient
- stopsound <targets> ambient <sound>
- stopsound <targets> block
- stopsound <targets> block <sound>
- stopsound <targets> hostile
- stopsound <targets> hostile <sound>
- stopsound <targets> master
- stopsound <targets> master <sound>
- stopsound <targets> music
- stopsound <targets> music <sound>
- stopsound <targets> neutral
- stopsound <targets> neutral <sound>
- stopsound <targets> player
- stopsound <targets> player <sound>
- stopsound <targets> record
- stopsound <targets> record <sound>
- stopsound <targets> voice
- stopsound <targets> voice <sound>
- stopsound <targets> weather
- stopsound <targets> weather <sound>
- summon <entity>
- summon <entity> <pos>
- summon <entity> <pos> <nbt>
- tag <targets> add <name>
- tag <targets> list
- tag <targets> remove <name>
- team add <team>
- team add <team> <displayName>
- team empty <team>
- team join <team>
- team join <team> <members>
- team leave <members>
- team list
- team list <team>
- team option <team> collisionRule always
- team option <team> collisionRule never
- team option <team> collisionRule pushOtherTeams
- team option <team> collisionRule pushOwnTeam
- team option <team> color <value>
- team option <team> deathMessageVisibility always
- team option <team> deathMessageVisibility hideForOtherTeams
- team option <team> deathMessageVisibility hideForOwnTeam
- team option <team> deathMessageVisibility never
- team option <team> friendlyfire <allowed>
- team option <team> nametagVisibility always
- team option <team> nametagVisibility hideForOtherTeams
- team option <team> nametagVisibility hideForOwnTeam
- team option <team> nametagVisibility never
- team option <team> seeFriendlyInvisibles <allowed>
- team remove <team>
- teleport <destination>
- teleport <location>
- teleport <location> <rotation>
- teleport <targets> <destination>
- teleport <targets> <location>
- teleport <targets> <location> <rotation>
- tell -> msg
- tellraw <targets> <message>
- time add <time>
- time query day
- time query daytime
- time query gametime
- time set day
- time set night
- time set <time>
- title <targets> actionbar <title>
- title <targets> clear
- title <targets> reset
- title <targets> subtitle <title>
- title <targets> times <fadeIn> <stay> <fadeOut>
- title <targets> title <title>
- tp -> teleport
- trigger <objective>
- trigger <objective> add <value>
- trigger <objective> set <value>
- w -> msg
- weather clear
- weather clear <duration>
- weather rain
- weather rain <duration>
- weather thunder
- weather thunder <duration>
- whitelist add <targets>
- whitelist list
- whitelist off
- whitelist on
- whitelist reload
- whitelist remove <targets>
- worldborder add <distance>
- worldborder add <distance> <time>
- worldborder center <pos>
- worldborder damage amount <damagePerBlock>
- worldborder damage buffer <distance>
- worldborder get
- worldborder set <distance>
- worldborder set <distance> <time>
- worldborder warning distance <distance>
- worldborder warning time <time>
- xp -> experience
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