Utility Commands

If you edit the commands in-game don't add the - that is before all examples.

DELAY

  • Info: Delays a command line for seconds

  • Command: DELAY {amount}

    • {amount}: To how long you want commands to be delayed (In seconds)

  • Example:

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands: #There will be a delay of 10 seconds between the command1 and the command2.
    - command1
    - DELAY 10
    - command2

DELAY_TICK

  • Info: Delays a command line for game ticks (20 ticks = 1 second)

  • Command: DELAY_TICK {amount}

    • {amount}: To how long you want commands to be delayed (In ticks)

  • Example:

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - command1
    - DELAY_TICK 5 # (0.25 seconds)
    - command2

IF

CURRENTLY ONLY WORKS IN PLAYER RELATED AND ENTITY RELATED COMMANDS

  • Info: Executes commands if condition is met

  • Command: IF {condition_without_spaces} {command1} <+> {command2} <+> ...

    • {condition_without_spaces}: The condition for the IF to decide whether it runs or not.

      • Symbols: =, !=, >=, <=, >, <

      • It supports () for priority , && for AND and || for OR

    • {command1},{command2}: The commands that will be executed

  • Example:

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - IF %player_health%>20 say cool
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - IF %entity%=PIG say I'm a pig <+> SETBABY <+> say I'm now a baby pig
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - IF 1=1||2=3 BACKDASH 1 # 1=1 OR 2=3 -> YES because 1=1
    - IF 1=1&&2=2||2=3 BACKDASH 1 # 1=1 and 2=2 or 2=3 -> YES because 1=1 and 2=2
    - IF (1=1&&2=2)||(2=3||3=2) BACKDASH 1 # (1=1 and 2=2) or (2=3 or 3=2) -> YES because 1=1 and 2=2

WHILE

  • Info: Repeats indefinitely as long as the condition is met. It is also running in async

  • Command: WHILE {condition_without_spaces} {delay_in_ticks} {command1} <+> {command2} <+> ...

    • {condition_without_spaces}: The condition for the while loop to decide whether it continues or stops

    • {delay_in_ticks}: The delay before the next repetition

      • Delay supports decimals value but they are casted to the next integer (20.1 -> 20)

    • {command},{command2}: The commands that will be executed in repeat

  • Example:

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - WHILE %player_health%>10 20 SEND_MESSAGE &eHello &6While <+> minecraft:effect give %player% speed 1 1

It runs async + Condition support double placeholders, example %player_x%>%player_z%

The command will be stopped if the player is offline

LOOP

  • LOOP_START

    • Info: First part of the command

    • Command: LOOP_START loopCount:{number}

      • {number}: Number of times a command gets repeated. Placeholders are supported

  • LOOP_END

    • Info: Last part of the command

    • Command: LOOP_END

  • Example: (This is what you will see on config)

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'RANDOM_RUN selectionCount:1'
    - 'LOOP_START loopCount:5' # (50%)
    - SEND_MESSAGE &cYOU GOT AN APPLE! +++ minecraft:give %player% apple 1
    - LOOP_END
    - 'LOOP_START loopCount:3' # (30%)
    - SEND_MESSAGE &7YOU GOT IRON! +++ minecraft:give %player% iron_ingot 1
    - LOOP_END
    - 'LOOP_START loopCount:2' # (20%)
    - SEND_MESSAGE &aYOU GOT DIAMOND! +++ minecraft:give %player% diamond 1
    - LOOP_END
    - RANDOM_END

This is what the ExecutableItems plugin sees when it runs

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'RANDOM_RUN selectionCount:1'
    - SEND_MESSAGE &cYOU GOT AN APPLE! +++ minecraft:give %player% apple 1
    - SEND_MESSAGE &cYOU GOT AN APPLE! +++ minecraft:give %player% apple 1
    - SEND_MESSAGE &cYOU GOT AN APPLE! +++ minecraft:give %player% apple 1
    - SEND_MESSAGE &cYOU GOT AN APPLE! +++ minecraft:give %player% apple 1
    - SEND_MESSAGE &cYOU GOT AN APPLE! +++ minecraft:give %player% apple 1
    - SEND_MESSAGE &7YOU GOT IRON! +++ minecraft:give %player% iron_ingot 1
    - SEND_MESSAGE &7YOU GOT IRON! +++ minecraft:give %player% iron_ingot 1
    - SEND_MESSAGE &7YOU GOT IRON! +++ minecraft:give %player% iron_ingot 1
    - SEND_MESSAGE &aYOU GOT DIAMOND! +++ minecraft:give %player% diamond 1
    - SEND_MESSAGE &aYOU GOT DIAMOND! +++ minecraft:give %player% diamond 1
    - RANDOM_END

Explanation:

When the plugin runs the commands, it duplicates the commands inside the loop commands to reduce the number of command lines in your config to make your config cleaner and since RANDOM_RUN gives each command equal rates, the estimated rate will be:

  • 50% chance to get an apple

  • 30% chance to get iron

  • 20% chance to get diamond

It supports placeholders

FOR - END_FOR

  • Command that allows you to target multiple elements inside a list

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - FOR [Special70, Ssomar, Vayk] > for1
    - effect give %for1% speed 60 2
    - END_FOR for1

What exactly happened here is that the FOR command will run 3 times because inside the bracket symbols, there are 3 values which are Special70, Ssomar and Vayk.

The for1 word will be used as an "identifier" for that FOR command so we can use the placeholder for it.

So when the effect command runs for the first time, %for1% will return " Special70" then "Ssomar" for the second and "Vayk" for the third time.

Don't overthink about the > symbol.

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - FOR [Special70, Ssomar, Vayk] > for2
    - FOR [5,4,3,2,1] > for3
    - SEND_MESSAGE >> &e%for2% &a%for3%
    - END_FOR for3
    - END_FOR for2

What exactly happened here is that the FOR loops got stacked so the first FOR command will run the commands in it which is another FOR command that will run 5 times.

If you're gonna focus on the SEND_MESSAGE command, the reason it ran 15 times because the first FOR command executed what's inside it by 3 while the second FOR command executed the SEND_MESSAGE command 5 times which totals 15 times.

Output of the example 2

It works with score variable list placeholders

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - FOR %score_variables_myList% > for4
    - minecraft:effect give %for4% speed 60 2
    - END_FOR for4

Run commands randomly ?

RANDOM_RUN / RANDOM_END

  • Info: A command mainly used for RNG.

  • RANDOM_RUN

    • Info: The first part of the command

    • Command: RANDOM_RUN selectionCount:{amount}

      • selectionCount: The amount of commands that will be randomly selected inside of the command line. Placeholders are supported

  • RANDOM_END

    • Info: The other part of the command

    • Command: RANDOM_END

  • Example:

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'RANDOM_RUN selectionCount:1'
    - minecraft:give %player% coal 1
    - minecraft:give %player% iron_ingot 1
    - minecraft:give %player% gold_ingot 1
    - RANDOM_END

This means that you have a 1/3 chance of getting coal, iron or gold

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'RANDOM_RUN selectionCount:2'
    - minecraft:give %player% diamond 1 +++ SEND_MESSAGE &aYou receive &b1 Diamond
    - minecraft:give %player% emerald 1 +++ SEND_MESSAGE &aYou receive &21 Emerald
    - minecraft:give %player% diamond_block 1 +++ SEND_MESSAGE &aYou receive &b1 Diamond block
    - RANDOM_END

This means that from the 3 give commands, 2 of the randomly chosen command lines will run.

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'RANDOM_RUN selectionCount:1'
    - NOTHING*9
    - minecraft:give %player% diamond_block 1
    - RANDOM_END

This means that there's a 10% chance to give you a diamond block.

NOTHING is just a command to adjust y percentage and if you want a case where the RNG will do nothing.

It supports placeholders

NOTHING*

  • Info: Mainly used for RANDOM_RUN commands as a "dummy" command for RNG adjustments

  • Command: NOTHING*{amount}

  • Example of usage:

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'RANDOM_RUN selectionCount:1'
    - NOTHING*99
    - minecraft:give %player% diamond 1
    - RANDOM_END

This command line means that there is a 1/100 chance it will give you a diamond

More Examples:

  1. I want to make it so 99% chance it will give me dirt and 1% chance to give me diamond BUT I don't want to write 99 lines of the give dirt command.

  • So here is how to do it.

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'LOOP_START loopCount:99' 
    - minecraft:give %player% dirt 1
    - LOOP_END
  • The 99 represents that any commands inside the loop command will be duplicated 99 times. You will only see the give command and the loop command but the plugin sees 99 give commands.

  • Here is what the plugin sees

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - minecraft:give %player% dirt 1
    - minecraft:give %player% dirt 1
    - minecraft:give %player% dirt 1
    - minecraft:give %player% dirt 1
    - minecraft:give %player% dirt 1
    - minecraft:give %player% dirt 1
    - minecraft:give %player% dirt 1
    - minecraft:give %player% dirt 1
    - minecraft:give %player% dirt 1
    - minecraft:give %player% dirt 1

(You get the idea.)

  • So let's go back to our main objective. 99% chance to get dirt, 1% chance to get diamond. The RANDOM_RUN command evenly gives the same RNG rates to all the commands inside the RANDOM_RUN command.

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'RANDOM_RUN selectionCount:1'
    - minecraft:give %player% dirt #(1/2 = 50%)
    - minecraft:give %player% diamond #(1/2 = 50%)
    - RANDOM_END
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'RANDOM_RUN selectionCount:1'
    - minecraft:give %player% dirt #(1/3 = 33%)
    - minecraft:give %player% diamond #(1/3 = 33%)
    - minecraft:give %player% diamond #(1/3 = 33%)
    - RANDOM_END
activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'RANDOM_RUN selectionCount:1'
    - minecraft:give %player% dirt #(1/4 = 25%)
    - minecraft:give %player% dirt #(1/4 = 25%)
    - minecraft:give %player% diamond #(1/4 = 25%)
    - NOTHING*1 #(1/4 = 25%)
    - RANDOM_END
  • After seeing these RANDOM_RUN examples, we will acknowledge that it would work like this.

activators:
  activator0: # Activator ID, you can create as many activator on the activators list
    commands:
    - 'RANDOM_RUN selectionCount:1'
    - 'LOOP_START loopCount:99' 
    - minecraft:give %player% dirt 1  #(99/100 = 99%)
    - LOOP_END
    - minecraft:give %player% diamond 1 #(1/100 = 1%)
    - RANDOM_END
  • The total of the supposed lines is 100 so it's going to be (100 command lines / 100% = 1%) rate per command.

It supports placeholders

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