NOTE: THIS IS FOR SUGGESTIONS ONLY! THESE COMMANDS DO NOT WORK OR MAY WORK DIFFERENTLY THAN SPECIFIED BELOW!
This is a list of suggested commands and command block upgrades. Feel free to drop by and add a command. Please make sure it has not been suggested HERE before and is useful so no /lolz commands or /trolol.
/command is the name or command header [variable] is a changable thing or variable <variable> is an optional variable (option|option) is a variable that has a set amount of valid inputs.
Now, here's the list!
Redstone Related
/pulse [x,y,z] <length in ticks>
If length not set, default button pulse.
/power [level] [x,y,z]
Powers a block as specified in the xyz.
Mob and Player Related
/tag @* ["ID"]
Tags the target with an ID.
/spawnentity (mob name|entity ID) {if entity with extra data, supply data here} [number to spawn]
Spawns an entity.
/launch [player][x][y][z]
Launches the player as if getting knockback from a mob
The x, y and z values determine the strength of knockback in their respective directions
/giveitem [player]
Use: This would require a box somewhere on the command block GUI which you could place one item in. You can put any item in here, including enchanted items or dyed armor (Which you currently can't give with the /give command, they have extra values besides damage and data values that describe them), and, when activated, this command would give the player specified that item. With this, you can give out enchanted things, dyed armor, or written books without a dispenser. No amount or damage value is specified in command because this can be applied directly to the item before putting it in the slot (if you put a stack of items in the slot, it will give the player a stack of items)
Extra Info: In addition, there could be a checkbox that toggles whether it gives it to the player by putting it directly into their inventory or the regular way. This could apply both to this and the regular /give command. Armor could go directly into the armor slot if it is open.
- bobthejeffmonkey
Block, Item and World Related
/place <item ID> <amount> <stacked?> <inventory?> <coordinates> Places the <item ID> with the amount of <amount> at the chest you are looking at, or if <inventory?> is true, it will place it in your inventory. <coordinates> will let you place the items in the chest at <coordinates>.
/remove <item ID> <amount> <stacked?> <inventory?> <coordinates> Removes the <item ID> with the amount of <amount> at the chest you are looking at, or if <inventory?> is true, it will remove the item in your inventory. <coordinates> will let you remove the items in the chest at <coordinates>.
/fill <item ID> <inventory?> <coordinates> This command will fill the chest you are looking at with that item, or at the coordinates <coordinates>, and if <inventory?> is true, then it will fill your inventory instead.
/empty <item ID> <inventory?> <coordinates> This command will empty the chest you are looking at with that item, or at the coordinates <coordinates>, and if <inventory?> is true, then it will empty your inventory instead. If there is no item ID, then it will empty everything.
These commands are complete time-savers and can be used with command blocks for adventure maps, and many, many other uses.
/explode [x,y,z] <radius>
Makes an explosion at x,y,z with a radius of radius. If no radius specified, creates a creeper explosion size.
/cblock [xyz] <block IDs not to remove>
Removes a block
/gamerule dispensersConsumeItems [true|false]
If false, dispensers can keep dispensing without actually using up the items
- flarn2006
/togglespawner (on|off) <x,y,z>
Toggled whether a spawner's active or not.
/triggerspawner <x,y,z> <number of mobs>
Makes adjacent spawners or the one specified in xyz spawn the number of mobs specified or 1 if not.
- JP585
/pause
Toggles world pause.
/sethead [player or mob name]
Changes the held Head into the specified one.
- hiugly
Gamerules
/gamerule showcommands (t|f)
Use: Another /gamerule command, this one would toggle whether commands would be able to show in the chat on a certain map (despite what the chat settings are in options)
Extra Info: This could also be replaced with a checkbox on each command block that toggles whether the command from that command block would be shown in chat.
Already Implemented
- bobthejeffmonkey
/gamerule cheats (true|false)
Sets if cheats are enabled or not.
/gamerule breakable [IDs or all] (true|false)
Sets whetehr the block is breakable or not. This overrides Adventure Mode.
/gamerule fall @ (true|false)
Sets whether fall damage is on for the target.
/gamerule usable [function*] (true|false)
Sets whether the function is usable.
* Function list available in Appendix.
/gamerule explosions (true|false)
Sets whether explosions are enabled or not.
/gamerule fire (true|false)
Sets whether fire is allowed to exist.
/gamerule liquidPour (true|false)
Sets whether fluids can move
/gamerule blockArea <@> (x,y,z) [owner]
Prevents modification of an area except by the owner. If a target is set, it prevents them from modifying it.
Command Modifiers, Variables and Misc. Commands
/setvar <target> [variable name] [value]
Sets the 'variable name' variable for target to value. if no target is specified, defaults to global.
Command Targeters:
Creatures (Passive, Hostile, Player):
@nc Nearest
@ac All
@rc Random
@fc Farthest
Passive (Animals, Villagers, etc)
@np Nearest
@ap All
@rp Random
@fp Farthest
Hostile (Skeletons, Zombies, Etc)
@nh Nearest
@ah All
@rh Random
@fh Farthest
EntityNames (Specify an Entity name, or comma delimited list of entity names. Eg. 'Cow,Sheep,Chicken')
@n'EntityNames' Nearest
@a'EntityNames' All
@r'EntityNames' Random
@f'EntityNames' Farthest
%l
Gets the experience level of the target.
eg. /setvar @p xp @p %l
Sets the variable xp for Player to the player's xp level.
%t
Gets the current time in ticks.
/test [what to test] [what to do]
This simply tests variables and returns what it is.
what to test = the variable and what the answer should be in.
boo for boolean (true or false) int for integer (number) str for string (text)
ie. /test [%t>1000]boo [&h time1000]
what to do = what to do with the information
This value must be a TASK (&) function.
Tasks are listed in the Appendix.
Examples:
/test @rp[%hea]int &p
Tests a random player's health.
/test @p[x=10,y=10] &p
Tests the nearest player's coords.
More Block Suggestions
Creative Sensor Blocks
Sensor Blocks would only be available and configurable to those in creative mode.
Sensor blocks, when a creature passes in front of them, emit a redstone signal.
They would provide interesting ways for adventure map makers to trigger command blocks and other types of traps. Possible even be used as makeshift wireless redstone
Right Clicking the block will bring up a GUI that allows you to adjust the range of the sensor and what creatures it targets.
Sensitivity: The sensitivity can can be adjusted from 0 to possibly 32 squares. Valid Targets: Entity IDs separated by a semicolon. Or, you can use the following variables: Hostile is short for all Hostile Mobs. Neutral is short for all Neutral Mobs. Passive is short for all Passive Mobs. Player would detect players. Projectile is short for all Projectiles. Tamable is short for all Tamable Mobs. Ridable is short for all ridable entities. Item would detect all items and xp orbs. Blocks would detect all falling blocks and block entities.
Creative Redpeater
Redpeaters are Repeaters except for the fact they can be configured with Command Blocks and its functionalities may be switched off.
Diode would toggle one-way or two-way functionings. Repeater would set if it replenishes the signal. Through sets if it goes through blocks and if so, how many in 'through blocks'. Power sets if it acts like a normal redstone dust block or not ie. powering adjacent blocks or not. Lock sets whether it locks or not.
A Better Block
The command block is a very basic but complex block. I think it needs an overhaul.
Add multiple lines. This could facilitate more complex commands in a smaller space.
Holding
Holding would simply introduce four extra targets.
&h [tag] &ih [tag] &oh [target] &th
It holds the item/s spawned or string returned and assigns them a tag. This way, you can spawn pre-named, enchanted and modified items or even shuttle information from one command block to another.
eg.
You want to give an enchanted diamond sword with the name 'Death'.
You type in Command Block A:
/give &h death dsword &th [target]
Then, in Command Block B:
/name &ih death Death
Then in the last one, Command Block C:
/enchant &ih death 16-21 &oh
Lets have an overview of the micro-commands.
&h stands for 'hold'. This is the command that starts holding the item and assigns a tag to it. &ih stands for 'in hold'. It applies the command to the item in hold with the specified tag. &oh stands for 'output hold'. It releases the item to the target specified in &th [target]. &th stands for 'to holder'. It specifies the eventual target of the item.
As written above, some commands would be greatly enhanced with the use of variables. There would be 2 main kinds:
Local and Global.
Local Variables affect the target only. Global Variables affect the whole world.
There are 3 types of sub-variables.
Integers, Booleans and Strings.
Integers are numbers. Booleans are true or false statements and Strings are strings of characters.
Variables require a few new symbols and commands including:
1. /pulse [x,y,z] <length in ticks]
If length not set, default button pulse. - What I like to do for this is just teleport a player onto a pressure pad for a tick or so and then teleport them back to around the location of the button they pressed to activate the circuit the command block was in, but this could work too. So if this doesn't get added, you could always do it my way, even though my way isn't as good as an actual command and would not work in a large number of situations.
And second, here's mine.
Command: /giveitem [player]
Use: This would require a box somewhere on the command block GUI which you could place one item in. You can put any item in here, including enchanted items or dyed armor (Which you currently can't give with the /give command, they have extra values besides damage and data values that describe them), and, when activated, this command would give the player specified that item. With this, you can give out enchanted things, dyed armor, or written books without a dispenser. No amount or damage value is specified in command because this can be applied directly to the item before putting it in the slot (if you put a stack of items in the slot, it will give the player a stack of items)
Extra Info: In addition, there could be a checkbox that toggles whether it gives it to the player by putting it directly into their inventory or the regular way. This could apply both to this and the regular /give command. Armor could go directly into the armor slot if it is open.
One more:
Command: /gamerule showCommands [true/false]
Use: Another /gamerule command, this one would toggle whether commands would be able to show in the chat on a certain map (despite what the chat settings are in options)
Extra Info: This could also be replaced with a checkbox on each command block that toggles whether the command from that command block would be shown in chat.
An idea for it would have a slot that only op or cheats could put in a slot or maybe more slots so you could give 10items from a command block witch could give ten items with one cblock
Use: Would allow targeting of NPCs as well as players.
Useful if you want to kill all hostile mobs within a certain radius of a command block.
Creatures (Passive, Hostile, Player):
@nc Nearest
@ac All
@rc Random
@fc Farthest
Passive (Animals, Villagers, etc)
@np Nearest
@ap All
@rp Random
@fp Farthest
Hostile (Skeletons, Zombies, Etc)
@nh Nearest
@ah All
@rh Random
@fh Farthest
EntityNames (Specify an Entity name, or comma delimited list of entity names. Eg. 'Cow,Sheep,Chicken')
@n'EntityNames' Nearest
@a'EntityNames' All
@r'EntityNames' Random
@f'EntityNames' Farthest
/equip [target] <item>
Use: If the item is equipment, it attempts to equip it on the target in its logical spot, causing whatever is equipped in that slot to go into inventory if it has one and dropped if it doesn't or doesn't have a free spot.
This would be a useful tool to equip players and mobs with items on the fly in adventure maps.
Extra Info: If item is not specified, it will choosethe first valid item from an adjacent container and apply it to all specified targets without consuming it.
Silly Use: Creeper heads for everyone!
/apply [target] <item>
Use: If the item is a consumable item (food, potion), it applies the effects of it instantly to the targets.
Useful if you want to apply a potion effect to a large number of targets.
Extra Info: If item is not specified, it will choose the first valid item from an adjacent container and apply it to all specified targets without consuming it.
If it is a splash potion, the splash is not generated.
Consumable Items which are not valid: Thrown Items, Spawner Eggs
/give [target] <item>
Use: Gives an item to the target. If the target is a NPC, it will attempt to put it in its hand
Extra Info: If item is not specified, it will choose the first valid item from an adjacent container and apply it to all specified targets without consuming it.
/togglespawner < on off 1 0 >
Use: toggles all adjacent spawners. Toggling enables/disables automatic spawning.
Extra Info: If state is not specified, it reverses the state.
/triggerspawner
Use: Triggers all adjacent spawners to spawn. Useful for map makers who modify mobs and want only a specific number of the mob to spawn.
time set <number | day | night>
Sets the world time. number is an integer between 0 and 24000, inclusive, where 0 is dawn, 6000 midday, 12000 dusk and 18000 midnight. "time set day" sets the time to 0, and "time set night" sets the time to 12500.
time add <number>
Increments the world time, as above. number must be 0 or positive.
Rollback Post to RevisionRollBack
If you stack a Desert Temple on the top of a Jungle Temple which is on the top of two churches you get a megazord
I tried posting this on Gisthub (https://gist.github.com/3736487) for the command block thread, but didn't work. Modified a few of your things to make them simpler.
Would be nice to have the ability to target mobs.
Creatures (Passive, Hostile, Player):
@nc Nearest
@ac All
@rc Random
@fc Farthest
Passive (Animals, Villagers, etc)
@np Nearest
@ap All
@rp Random
@fp Farthest
Hostile (Skeletons, Zombies, Etc)
@nh Nearest
@ah All
@rh Random
@fh Farthest
EntityNames (Specify an Entity name, or comma delimited list of entity names. Eg. 'Cow,Sheep,Chicken')
@n'EntityNames' Nearest
@a'EntityNames' All
@r'EntityNames' Random
@f'EntityNames' Farthest
/equip (target) (item | north | south | west | east | up | down)
If the item is equipment, it attempts to equip it on the target in its logical spot, causing whatever is equipped in that slot to go into inventory if it has one and dropped if it doesn't or doesn't have a free spot.
Extra Info: If a direction is chosen, it will choose the first valid item from adjacent container on that side and apply it to the target without consuming it.
/apply (target) (item | north | south | west | east | up | down)
If the item is a consumable item (food, potion, not thrown item), it applies the effects of it instantly to the targets.
Extra Info: If a direction is chosen, it will choose the first valid item from adjacent container on that side and apply it to the target without consuming it.
/give (target) (item | north | south | west | east | up | down)
Gives an item to the target. If the target is a NPC, it will attempt to put it in its hand
Extra Info: If a direction is chosen, it will choose the first valid item from adjacent container on that side and apply it to the target without consuming it.
/spawner state (on | 1 | off | 0 | toggle) (north | south | west | east | up | down)
Will set the state of a spawner, preventing it from acting normally. If a direction is not specified, targets all adjacent spawners (if command block), or the targeted spawner (if player).
/spawner set (entityID) (north | south | west | east | up | down)
Overwrites the entity of a spawner. If a direction is not specified, targets all adjacent spawners (if command block), or the targeted spawner (if player).
/spawner trigger (north | south | west | east | up | down)
Triggers a spawner to prematurely spawn. If a direction is not specified, targets all adjacent spawners (if command block), or the targeted spawner (if player).
/spawn (entityID) (x) (y) (z) (number to spawn)
Spawns an entity. Spawns 1 if a number is not specified.
/block place (block ID) (x) (y) (z)
Places a block at the specified coordinates with a block matching the block ID.
/block set (block ID) (x) (y) (z)
Replaces a block at the specified coordinates with a block matching the block ID. Can be used to remove a block by setting 0 as the block ID.
Note on above, would be nice to be able to do a set of coordinates. Perhaps using {[x,y,z],[x,y,z]} format in order to target multiple locations.
Use: Another /gamerule command, this one would toggle whether commands would be able to show in the chat on a certain map (despite what the chat settings are in options)
Extra Info: This could also be replaced with a checkbox on each command block that toggles whether the command from that command block would be shown in chat.
Already possible with /gamerule commandBlockOutput false.
Already possible with /gamerule commandBlockOutput false.
Yeah, but it wasn't possible when I suggested that, that gamerule came after I came up with that idea. Hooray for the slight chance that Mojang maybe saw this thread and got the idea from me instead of just thinking of it themselves!
Use: Would allow targeting of NPCs as well as players.
Useful if you want to kill all hostile mobs within a certain radius of a command block.
Creatures (Passive, Hostile, Player):
@nc Nearest
@ac All
@rc Random
@fc Farthest
Passive (Animals, Villagers, etc)
@np Nearest
@ap All
@rp Random
@fp Farthest
Hostile (Skeletons, Zombies, Etc)
@nh Nearest
@ah All
@rh Random
@fh Farthest
EntityNames (Specify an Entity name, or comma delimited list of entity names. Eg. 'Cow,Sheep,Chicken')
@n'EntityNames' Nearest
@a'EntityNames' All
@r'EntityNames' Random
@f'EntityNames' Farthest
/equip [target] <item>
Use: If the item is equipment, it attempts to equip it on the target in its logical spot, causing whatever is equipped in that slot to go into inventory if it has one and dropped if it doesn't or doesn't have a free spot.
This would be a useful tool to equip players and mobs with items on the fly in adventure maps.
Extra Info: If item is not specified, it will choosethe first valid item from an adjacent container and apply it to all specified targets without consuming it.
Silly Use: Creeper heads for everyone!
/apply [target] <item>
Use: If the item is a consumable item (food, potion), it applies the effects of it instantly to the targets.
Useful if you want to apply a potion effect to a large number of targets.
Extra Info: If item is not specified, it will choose the first valid item from an adjacent container and apply it to all specified targets without consuming it.
If it is a splash potion, the splash is not generated.
Consumable Items which are not valid: Thrown Items, Spawner Eggs
/give [target] <item>
Use: Gives an item to the target. If the target is a NPC, it will attempt to put it in its hand
Extra Info: If item is not specified, it will choose the first valid item from an adjacent container and apply it to all specified targets without consuming it.
/togglespawner < on off 1 0 >
Use: toggles all adjacent spawners. Toggling enables/disables automatic spawning.
Extra Info: If state is not specified, it reverses the state.
/triggerspawner
Use: Triggers all adjacent spawners to spawn. Useful for map makers who modify mobs and want only a specific number of the mob to spawn.
I like the /equip command. Can be useful in things like PVP arenas
Everything except for 6 and 7. They are already in game.
I like the /equip command. Can be useful in things like PVP arenas
#7 was not in the game when I first suggested it, but I'm glad it's incorporated now. #6, however, is not already implemented, take a closer look at what's under the spoiler. With /give, you can only specify amount, damage, and data values. With #6, it would give them an item you placed into a slot, so not only could you specify amount, damage, and data values, but you could also give books with text in them, enchanted items, or dyed leather armor. It is similar to /give, but improved. So it's not the same as /give and we don't already have it implemented. Read the full spoiler.
Use: This would require a box somewhere on the command block GUI which you could place one item in. You can put any item in here, including enchanted items or dyed armor (Which you currently can't give with the /give command, they have extra values besides damage and data values that describe them), and, when activated, this command would give the player specified that item. With this, you can give out enchanted things, dyed armor, or written books without a dispenser. No amount or damage value is specified in command because this can be applied directly to the item before putting it in the slot (if you put a stack of items in the slot, it will give the player a stack of items)
You could always use dispensers, but they eventually run out.
I like the /equip command. Can be useful in things like PVP arenas
Equip and Apply would be AWESOME for pvp games. Just imagine pressure plates throughout a map. Running over triggers command blocks which do the following: Equip the gear, apply a buff, then replace the pressure plate with air... or a primed tnt. RUN!
Rollback Post to RevisionRollBack
If you stack a Desert Temple on the top of a Jungle Temple which is on the top of two churches you get a megazord
/launch [player][x][y][z]
Launches the player as if getting knockback from a mob
The x, y and z values determine the strength of knockback in their respective directions
(imagine making a portal map with working aerial faith plates!)
There's a plugin called PortalStick that has working arial faith plates
This is a list of suggested commands and command block upgrades. Feel free to drop by and add a command. Please make sure it has not been suggested HERE before and is useful so no /lolz commands or /trolol.
/command is the name or command header
[variable] is a changable thing or variable
<variable> is an optional variable
(option|option) is a variable that has a set amount of valid inputs.
Now, here's the list!
Redstone Related
/pulse [x,y,z] <length in ticks>
If length not set, default button pulse.
/power [level] [x,y,z]
Powers a block as specified in the xyz.
Mob and Player Related
/tag @* ["ID"]
Tags the target with an ID.
/spawnentity (mob name|entity ID) {if entity with extra data, supply data here} [number to spawn]
Spawns an entity.
/launch [player][x][y][z]
Launches the player as if getting knockback from a mob
The x, y and z values determine the strength of knockback in their respective directions
/giveitem [player]
Use: This would require a box somewhere on the command block GUI which you could place one item in. You can put any item in here, including enchanted items or dyed armor (Which you currently can't give with the /give command, they have extra values besides damage and data values that describe them), and, when activated, this command would give the player specified that item. With this, you can give out enchanted things, dyed armor, or written books without a dispenser. No amount or damage value is specified in command because this can be applied directly to the item before putting it in the slot (if you put a stack of items in the slot, it will give the player a stack of items)
Extra Info: In addition, there could be a checkbox that toggles whether it gives it to the player by putting it directly into their inventory or the regular way. This could apply both to this and the regular /give command. Armor could go directly into the armor slot if it is open.
- bobthejeffmonkey
Block, Item and World Related
/place <item ID> <amount> <stacked?> <inventory?> <coordinates>
Places the <item ID> with the amount of <amount> at the chest you are looking at, or if <inventory?> is true, it will place it in your inventory. <coordinates> will let you place the items in the chest at <coordinates>.
/remove <item ID> <amount> <stacked?> <inventory?> <coordinates>
Removes the <item ID> with the amount of <amount> at the chest you are looking at, or if <inventory?> is true, it will remove the item in your inventory. <coordinates> will let you remove the items in the chest at <coordinates>.
/fill <item ID> <inventory?> <coordinates>
This command will fill the chest you are looking at with that item, or at the coordinates <coordinates>, and if <inventory?> is true, then it will fill your inventory instead.
/empty <item ID> <inventory?> <coordinates>
This command will empty the chest you are looking at with that item, or at the coordinates <coordinates>, and if <inventory?> is true, then it will empty your inventory instead. If there is no item ID, then it will empty everything.
These commands are complete time-savers and can be used with command blocks for adventure maps, and many, many other uses.
/explode [x,y,z] <radius>
Makes an explosion at x,y,z with a radius of radius. If no radius specified, creates a creeper explosion size.
/equip [target/selector] <item/chest direction>
/apply [target/selector] <item/chest direction>
/give [target/selector] <item/chest direction>
Does what they say they do.
- JP585
/name [target] [item] [name for item]
Names the item.
/lore [target] [item] [lore for item]
Gives lore to an item.
/pblock [block ID] [xyz] (override existing block: t|f)
Places a block
/cblock [xyz] <block IDs not to remove>
Removes a block
/gamerule dispensersConsumeItems [true|false]
If false, dispensers can keep dispensing without actually using up the items
- flarn2006
/togglespawner (on|off) <x,y,z>
Toggled whether a spawner's active or not.
/triggerspawner <x,y,z> <number of mobs>
Makes adjacent spawners or the one specified in xyz spawn the number of mobs specified or 1 if not.
- JP585
/pause
Toggles world pause.
/sethead [player or mob name]
Changes the held Head into the specified one.
- hiugly
Gamerules
/gamerule showcommands (t|f)
Use: Another /gamerule command, this one would toggle whether commands would be able to show in the chat on a certain map (despite what the chat settings are in options)
Extra Info: This could also be replaced with a checkbox on each command block that toggles whether the command from that command block would be shown in chat.
Already Implemented
- bobthejeffmonkey
/gamerule cheats (true|false)
Sets if cheats are enabled or not.
/gamerule breakable [IDs or all] (true|false)
Sets whetehr the block is breakable or not. This overrides Adventure Mode.
/gamerule fall @ (true|false)
Sets whether fall damage is on for the target.
/gamerule usable [function*] (true|false)
Sets whether the function is usable.
* Function list available in Appendix.
/gamerule explosions (true|false)
Sets whether explosions are enabled or not.
/gamerule fire (true|false)
Sets whether fire is allowed to exist.
/gamerule liquidPour (true|false)
Sets whether fluids can move
/gamerule blockArea <@> (x,y,z) [owner]
Prevents modification of an area except by the owner. If a target is set, it prevents them from modifying it.
Command Modifiers, Variables and Misc. Commands
/setvar <target> [variable name] [value]
Sets the 'variable name' variable for target to value. if no target is specified, defaults to global.
Command Targeters:
Creatures (Passive, Hostile, Player):
@nc Nearest
@ac All
@rc Random
@fc Farthest
Passive (Animals, Villagers, etc)
@np Nearest
@ap All
@rp Random
@fp Farthest
Hostile (Skeletons, Zombies, Etc)
@nh Nearest
@ah All
@rh Random
@fh Farthest
EntityNames (Specify an Entity name, or comma delimited list of entity names. Eg. 'Cow,Sheep,Chicken')
@n'EntityNames' Nearest
@a'EntityNames' All
@r'EntityNames' Random
@f'EntityNames' Farthest
%l
Gets the experience level of the target.
eg. /setvar @p xp @p %l
Sets the variable xp for Player to the player's xp level.
%t
Gets the current time in ticks.
/test [what to test] [what to do]
This simply tests variables and returns what it is.
what to test = the variable and what the answer should be in.
boo for boolean (true or false)
int for integer (number)
str for string (text)
ie.
/test [%t>1000]boo [&h time1000]
what to do = what to do with the information
This value must be a TASK (&) function.
Tasks are listed in the Appendix.
Examples:
/test @rp[%hea]int &p
Tests a random player's health.
/test @p[x=10,y=10] &p
Tests the nearest player's coords.
More Block Suggestions
Creative Sensor Blocks
Sensor Blocks would only be available and configurable to those in creative mode.
Sensor blocks, when a creature passes in front of them, emit a redstone signal.
They would provide interesting ways for adventure map makers to trigger command blocks and other types of traps. Possible even be used as makeshift wireless redstone
Right Clicking the block will bring up a GUI that allows you to adjust the range of the sensor and what creatures it targets.
Sensitivity: The sensitivity can can be adjusted from 0 to possibly 32 squares.
Valid Targets: Entity IDs separated by a semicolon. Or, you can use the following variables:
Hostile is short for all Hostile Mobs.
Neutral is short for all Neutral Mobs.
Passive is short for all Passive Mobs.
Player would detect players.
Projectile is short for all Projectiles.
Tamable is short for all Tamable Mobs.
Ridable is short for all ridable entities.
Item would detect all items and xp orbs.
Blocks would detect all falling blocks and block entities.
Creative Redpeater
Redpeaters are Repeaters except for the fact they can be configured with Command Blocks and its functionalities may be switched off.
Redpeater Commands
/redpeater <x,y,z> (diode|repeater|through|power|lock) <through blocks>
Diode would toggle one-way or two-way functionings.
Repeater would set if it replenishes the signal.
Through sets if it goes through blocks and if so, how many in 'through blocks'.
Power sets if it acts like a normal redstone dust block or not ie. powering adjacent blocks or not.
Lock sets whether it locks or not.
A Better Block
The command block is a very basic but complex block. I think it needs an overhaul.
Add multiple lines. This could facilitate more complex commands in a smaller space.
Holding
Holding would simply introduce four extra targets.
&h [tag]
&ih [tag]
&oh [target]
&th
It holds the item/s spawned or string returned and assigns them a tag. This way, you can spawn pre-named, enchanted and modified items or even shuttle information from one command block to another.
eg.
You want to give an enchanted diamond sword with the name 'Death'.
You type in Command Block A:
/give &h death dsword &th [target]
Then, in Command Block B:
/name &ih death Death
Then in the last one, Command Block C:
/enchant &ih death 16-21 &oh
Lets have an overview of the micro-commands.
&h stands for 'hold'. This is the command that starts holding the item and assigns a tag to it.
&ih stands for 'in hold'. It applies the command to the item in hold with the specified tag.
&oh stands for 'output hold'. It releases the item to the target specified in &th [target].
&th stands for 'to holder'. It specifies the eventual target of the item.
As written above, some commands would be greatly enhanced with the use of variables. There would be 2 main kinds:
Local and Global.
Local Variables affect the target only.
Global Variables affect the whole world.
There are 3 types of sub-variables.
Integers, Booleans and Strings.
Integers are numbers.
Booleans are true or false statements and
Strings are strings of characters.
Variables require a few new symbols and commands including:
<, >, =, not, if, else, when, or and and.
These are all self explanatory.
An implementation:
when dayChange {
/setvar Age = age + 1
}
Counts how old you are in days.
Now it's time to add yours!
How to add your own commands:
Note: You can suggest a change to an existing command.
Appendix
Functions
/gamerule usable
chest
cheste
chestl
cook
craft
craft2
dispenserinteract
use
eat
enchant
name
repair
combine
heal
interact
jump
kill
move
ridec
rideb
ridep
throw
talk
warpn
warpe
warpo
Type Functions
% game variable
& task
@ target
And second, here's mine.
Command: /giveitem [player]
Use: This would require a box somewhere on the command block GUI which you could place one item in. You can put any item in here, including enchanted items or dyed armor (Which you currently can't give with the /give command, they have extra values besides damage and data values that describe them), and, when activated, this command would give the player specified that item. With this, you can give out enchanted things, dyed armor, or written books without a dispenser. No amount or damage value is specified in command because this can be applied directly to the item before putting it in the slot (if you put a stack of items in the slot, it will give the player a stack of items)
Extra Info: In addition, there could be a checkbox that toggles whether it gives it to the player by putting it directly into their inventory or the regular way. This could apply both to this and the regular /give command. Armor could go directly into the armor slot if it is open.
One more:
Command: /gamerule showCommands [true/false]
Use: Another /gamerule command, this one would toggle whether commands would be able to show in the chat on a certain map (despite what the chat settings are in options)
Extra Info: This could also be replaced with a checkbox on each command block that toggles whether the command from that command block would be shown in chat.
http://www.youtube.com/user/bobthejeffmonkeys
[simg]http://i51.tinypic.com/2vhu642.jpg[/simg]
Use: Would allow targeting of NPCs as well as players.
Useful if you want to kill all hostile mobs within a certain radius of a command block.
@nc Nearest
@ac All
@rc Random
@fc Farthest
Passive (Animals, Villagers, etc)
@np Nearest
@ap All
@rp Random
@fp Farthest
Hostile (Skeletons, Zombies, Etc)
@nh Nearest
@ah All
@rh Random
@fh Farthest
EntityNames (Specify an Entity name, or comma delimited list of entity names. Eg. 'Cow,Sheep,Chicken')
@n'EntityNames' Nearest
@a'EntityNames' All
@r'EntityNames' Random
@f'EntityNames' Farthest
/equip [target] <item>
Use: If the item is equipment, it attempts to equip it on the target in its logical spot, causing whatever is equipped in that slot to go into inventory if it has one and dropped if it doesn't or doesn't have a free spot.
This would be a useful tool to equip players and mobs with items on the fly in adventure maps.
Extra Info: If item is not specified, it will choosethe first valid item from an adjacent container and apply it to all specified targets without consuming it.
Silly Use: Creeper heads for everyone!
/apply [target] <item>
Use: If the item is a consumable item (food, potion), it applies the effects of it instantly to the targets.
Useful if you want to apply a potion effect to a large number of targets.
Extra Info: If item is not specified, it will choose the first valid item from an adjacent container and apply it to all specified targets without consuming it.
If it is a splash potion, the splash is not generated.
Consumable Items which are not valid: Thrown Items, Spawner Eggs
/give [target] <item>
Use: Gives an item to the target. If the target is a NPC, it will attempt to put it in its hand
Extra Info: If item is not specified, it will choose the first valid item from an adjacent container and apply it to all specified targets without consuming it.
/togglespawner < on off 1 0 >
Use: toggles all adjacent spawners. Toggling enables/disables automatic spawning.
Extra Info: If state is not specified, it reverses the state.
/triggerspawner
Use: Triggers all adjacent spawners to spawn. Useful for map makers who modify mobs and want only a specific number of the mob to spawn.
What do you think of this:
/time [freeze]?
time set <number | day | night>
Sets the world time. number is an integer between 0 and 24000, inclusive, where 0 is dawn, 6000 midday, 12000 dusk and 18000 midnight. "time set day" sets the time to 0, and "time set night" sets the time to 12500.
time add <number>
Increments the world time, as above. number must be 0 or positive.
Already possible with /gamerule commandBlockOutput false.
Yeah, but it wasn't possible when I suggested that, that gamerule came after I came up with that idea. Hooray for the slight chance that Mojang maybe saw this thread and got the idea from me instead of just thinking of it themselves!
http://www.youtube.com/user/bobthejeffmonkeys
[simg]http://i51.tinypic.com/2vhu642.jpg[/simg]
I like the /equip command. Can be useful in things like PVP arenas
#7 was not in the game when I first suggested it, but I'm glad it's incorporated now. #6, however, is not already implemented, take a closer look at what's under the spoiler. With /give, you can only specify amount, damage, and data values. With #6, it would give them an item you placed into a slot, so not only could you specify amount, damage, and data values, but you could also give books with text in them, enchanted items, or dyed leather armor. It is similar to /give, but improved. So it's not the same as /give and we don't already have it implemented. Read the full spoiler.
You could always use dispensers, but they eventually run out.
http://www.youtube.com/user/bobthejeffmonkeys
[simg]http://i51.tinypic.com/2vhu642.jpg[/simg]
Equip and Apply would be AWESOME for pvp games. Just imagine pressure plates throughout a map. Running over triggers command blocks which do the following: Equip the gear, apply a buff, then replace the pressure plate with air... or a primed tnt. RUN!
Click The Signature!
There's a plugin called PortalStick that has working arial faith plates