Events
These tags are held inside item trigger events. see Trigger Events.
Parameters
txt
cooldown: (obj) Only for `on_use` trigger. Will have a cooldown to prevent spamming
└ value: (int) The amount of delay/cooldown. in ticks (sec * 20 = ticks)
add_mob_effect: (obj list) Will give the target the selected effect(s).
├ target: (string) The target context to execute against.
├ effect: (string) the Minecraft effect
└ showIcon: (boolean) When true it will show the particles (default: true)
remove_mob_effect: (obj list) Will remove the target the selected effect(s)
├ target: (string) The target context to execute agenst.
└ effect: (string) the minecraft effect.
die - will kill the target
└ target: (string) The target context to execute against.
transform_item - replace the currently held item with the new determined item.
└ transform: (string) The item ID that will be replaced.
item - This will copy and move the item to the new selected slot.
├ type: (enum) The type of entity to execute at. `block` or `entity`
├ slot: (enum) The slot to execute at. `container.<0-26>`, `armor.<head|chest|legs|feet>`, or `weapon.<mainhand|offhand>`
├ pos: [x, y, z] type=block. The location of the block. Only supports [0,-1,0]
└ copy: Copy data from a source.
├ type: (enum) The type of entity to copy from. `block` or `entity`
├ pos: [x, y, z] type=block. The location of the block. Only supports [0,-1,0]
└ slot: (enum) The slot to copy from. `container.<0-26>`, `armor.<head|chest|legs|feet>`, or `weapon.<mainhand|offhand>`
merge_data - will apply the data to the item.
├ CustomModelData: replaces the old tag with one stated in `value`.
| └ value: (int) value it will replace
├ Damage: replaces the old tag with one stated in `value`.
| └ value: (int) value it will replace
├ HideFlags: replaces the old tag with one stated in `value`.
| └ value: (int) value it will replace
└ Unbreakable: replaces the old tag with one stated in `value`.
└ value: (int) value it will replace
show_text - holds text-related objects.
├ clear: clears title, subtitle, and actionbar
| └ target: (string) The target context to execute against.
├ say: says the message in chat
| └ text: (string) The message to display.
├ tellraw: says the formattable message in chat
| ├ target: (string) The target context to execute against.
| └ raw_text: (string) The JSON Formatted text to show.
├ title: text in front of a screen
| ├ target: (string) The target context to execute against.
| └ raw_text: (string) The JSON Formatted text to show.
├ subtitle: text below the title
| ├ target: (string) The target context to execute against.
| └ raw_text: (string) The JSON Formatted text to show.
└ actionbar: text above Hotbar
├ target: (string) The target context to execute against.
└ raw_text: (string) The JSON Formatted text to show.
decrement_stack - removes one item from the stack.
└ ignore_game_mode: (boolean) If true (default: false)
play_sound - will play the sound.
├ target: (string) The target context to execute against.
└ sound: (string) The sound to play. Only some are currently supported.
score - add, remove, set scores on a scoreboard.
├ add: adds score
| ├ name: (string) The target context to execute against.
| ├ objective: (string) Objective. Must be "score.test#" 0-9.
| └ amount: (int) How much to add to the score
├ set: sets score
| ├ name: (string) The target context to execute against.
| ├ objective: (string) Objective. Must be "score.test#" 0-9.
| └ amount: (int) What to set the score to
└ remove: removes score
├ name: (string) The target context to execute against.
├ objective: (string) Objective. Must be "score.test#" 0-9.
└ amount: (int) How much to remove.
damage - will deal damage to the target.
├ target: (string) The target context to execute against.
├ type: (string) The way to apply the damage: "EFFECT", "ARROW".
└ amount: (int) How many half hearts to apply to the target.
reload - will reload the server. If it is a modded server it will run reload confirm.
└ confirm: (bool) Must be set to true for it to reload the server. (default: false)
random - will output a random number from the min and max numbers.
├ min: (int) The minimum number to use. Must be less than max.
├ max: (int) The maximum number to use. Must be more than min.
└ result: (int) This is the output integer. (SelectedItem.tag.<trigger event>.random.result)
summon - Summon an entity with optional nbt data.
├ placement: (string) How to place the entity. This may change. Valid strings: "ON_PLAYER","ON_BLOCK"
├ entity: (string) The entity to summon.
└ nbt: (array) opt nbt that the entity has.
structure - places a structure
├ structure_name: (string) The structure to place. (default: more_nbt:test)
├ pos: (int array) The position/ offset of the structure. using the schema [x, y, z] (default:[0,1,0])
├ ignoreEntities: (bool) opt place entities that are stored in the structure file. (default: false)
└ powered: (bool) opt This will make the structure automatically load when the item is used. if false it will place the structure block. (default: true)
Experimental Parameters
txt
loot - Get the loot from a loot table.
├ target: (string) How to get the resulting items. Valid strings: "spawn","give"
├ source: (string) Where to get the loot from. Valid strings: "loot","kill"
├ table: (string) The loot table to use. When source=loot.
└ entity: The loot table to use. When source=kill.
├ sort: (string) Where to look for the entity. Valid strings: "nearest".
└ type: (string) Entity to look for. Excepts all entities.
set_block - Set a block with optional data.
├ block_type: (string) The block to place
├ pos: (int array) Offset on where to place the block
├ nbt: (obj array) Nbt data to apply to the block.
└ blockstate: (string array) block state to apply to the block.
run_command - (not working) will run the command or commands.
├ command: (string) The command to run.
└ command: (string array) The command to run.
Examples
cooldown
snbt
{
cooldown: {
value: 20
}
}
add_mob_effect
snbt
{
add_mob_effect: [
{
target: "this",
effect: "minecraft:luck",
showIcon: false
}
]
}
remove_mob_effect
snbt
{
remove_mob_effect: [
{
target: "this",
effect: "minecraft:luck"
}
]
}
die
snbt
{
die: {
target: "this"
}
}
transform_item
snbt
{
transform_item: {
transform: "minecraft:paper"
}
}
item
snbt
{
item: {
type: "entity",
slot: "armor.head",
copy: {
type: "entity",
slot: "weapon.mainhand"
}
}
}
item
snbt
{
item: {
type: "block",
pos: [0, -1, 0],
slot: "container.0",
copy: {
type: "block",
pos: [0, -1, 0],
slot: "container.0"
}
}
}
merge_data
snbt
{
merge_data: {
CustomModelData: {
value: 1
},
Damage: {
value: 1
},
HideFlags: {
value: 34
},
Unbreakable: {
value: 1
}
}
}
show_text
snbt
{
show_text: {
clear: {
target: "this"
},
say: {
text: "<message to display>"
},
tellraw: {
target: "this",
raw_text: "{\"text\":\"<message to display>\"}"
},
title: {
target: "this",
raw_text: "{\"text\":\"<message to display>\"}"
},
subtitle: {
target: "this",
raw_text: "{\"text\":\"<message to display>\"}"
},
actionbar: {
target: "this",
raw_text: "{\"text\":\"<message to display>\"}"
}
}
}
decreasement_stack
snbt
{
decrement_stack: {
ignore_game_mode: true
}
}
play_sound
snbt
{
play_sound: {
target: "this",
sound: "minecraft:block.barrel.open"
}
}
score
snbt
{
score: {
add: {
name: "@p",
objective: "score.test0",
amount: 1
},
set: {
name: "@p",
objective: "score.test0",
amount: 1
},
remove: {
name: "@p",
objective: "score.test0",
amount: 1
}
}
}
damage
snbt
{
damage: {
target: "this",
type: "EFFECT",
amount: 2
}
}
reload
snbt
{
reload: {
confirm: true
}
}
random
snbt
{
random: {
min: 0,
max: 10,
result: 5
}
}
summon
snbt
{
summon: {
placement: "ON_PLAYER",
entity: "minecraft:pig",
nbt: "{CustomName:'{\"text\":\"Summoned Entity\"}'}"
}
}
structure
snbt
{
structure: {
structure_name: "minecraft:village/small_house",
pos: [0, -1, 0],
ignoreEntities: true
}
}
Experimental Examples
loot
snbt
{
loot: {
// gives the player the loot from loot_tables file.
target: "give",
source: "loot",
table: "minecraft:chest/empty"
},
loot: {
// gives the player the loot when you kill the nearest pig.
target: "give",
source: "kill",
entity: {
type: "minecraft:pig",
sort: "nearest"
}
}
}
set_block
snbt
{
set_block: {
block_type: "minecraft:barrel",
pos: [0, 0, 0],
nbt: "{CustomName:'{\"text\":\"Renamed Barrel\"}'}",
blockstate: ["facing=north"]
}
}
run_command
snbt
{
run_command: {
command: "give @p diamond_block"
}
}