User:Chixvv/Sandbox/long2

clear

 * Specifies the player(s) whose items are cleared. If not specified, defaults to the player who executes the command.
 * Specifies the player(s) whose items are cleared. If not specified, defaults to the player who executes the command.


 * Specifies the item to be cleared. If not specified, all items are cleared.
 * Specifies the item to be cleared. If not specified, all items are cleared.


 * Must be between -1 and 2,147,483,647 (inclusive, without the commas).
 * Specifies the data value of the item to be cleared. If not specified, or if, all items that match   are cleared, regardless of their data. Values that are invalid for the specified item id revert to 0.


 * $$, it must be between -1 and 2147483647 (inclusive).
 * Specifies the maximum number of items to be cleared. If not specified, or if, all items that match  , or   and   are cleared. If  , instead of clearing of items, detectes and queries the amount of specified items.

note

Items in the the inventory and items from container (chest, crafting table, etc.) dragging over the cursor can be cleared. Items in players' crafting slots cannot be cleared.

$$,items dragging from the inventory can also be cleared, while $$ only if not in creative mode can these be cleared.

$$, if a player has more than one stack of item with specified ID and different data values (For example planks 0 and planks 1). When clearing with a specific, The command first quiries how many specified items in the inventory can be cleared, then ignores data values and clears the corresponding amount of items with specified ID in the inventory from the left side of the hot bar to the right and from bottom to top.

clone
, in which the command clones only blocks with the block id specified by this argument


 * and
 * and
 * Specifies the coordinates of two opposing corner blocks of the source region.
 * Block position is the coordinates of the point at the lower northwest corner of a block. Because of this, the lesser coordinates of each axis falls right on the region boundary, but the greater coordinates are one block from the boundary, and the block volume of the source region is (xgreater - xlesser + 1) × (ygreater - ylesser + 1) × (zgreater - zlesser + 1). For example,  has a 1-block volume, and   and   both identify the same region with an 8-block volume.
 * Block position is the coordinates of the point at the lower northwest corner of a block. Because of this, the lesser coordinates of each axis falls right on the region boundary, but the greater coordinates are one block from the boundary, and the block volume of the source region is (xgreater - xlesser + 1) × (ygreater - ylesser + 1) × (zgreater - zlesser + 1). For example,  has a 1-block volume, and   and   both identify the same region with an 8-block volume.


 * Specifies the lower northwest corner of the destination region.
 * Specifies the lower northwest corner of the destination region.


 * lit. 'replace' or 'masked'
 * Specifies whether to filter the blocks being cloned. Must be one of the following:
 * — Copy all blocks, overwriting all blocks of the destination region with the blocks from the source region.
 * — Copy only non-air blocks. Blocks in the destination region that would otherwise be overwritten by air are left unmodified.
 * If unspecified, defaults to.
 * If unspecified, defaults to.


 * lit. 'force' or 'move' or 'normal'
 * Specifies how to treat the source region. Must be one of the following:
 * — Force the clone even if the source and destination regions overlap.
 * — Clone the source region to the destination region, then replace the source region with air. When used in filtered mask mode, only the cloned blocks are replaced with air.
 * — Don't move or force.
 * If unspecified, defaults to.
 * If unspecified, defaults to.


 * Specifies the block id to copy in  mode.
 * Specifies the block id to copy in  mode.


 * It must be between -1 and 65535 (inclusive).
 * Specifies the block data to match when finding blocks to clone. Values that are invalid for the specified block id revert to 0. If, all blocks that match   are cloned,
 * Specifies the block data to match when finding blocks to clone. Values that are invalid for the specified block id revert to 0. If, all blocks that match   are cloned,

deop

 * Specified the player to be deopped.
 * Specified the player to be deopped.
 * Specified the player to be deopped.

difficulty

 * lit. 'easy' or 'hard' or 'normal' or 'peaceful'
 * and
 * Specifies the new difficulty level. Must be one of the following:
 * (can be abbreviated as  or  ) for peaceful difficulty
 * (can be abbreviated as  or  ) for easy difficulty
 * (can be abbreviated as  or  ) for normal difficulty
 * (can be abbreviated as  or  ) for hard difficulty

note

On a multiplayer server lasts only until the server is restarted — on restart, difficulty is reloaded from server.properties.
 * In Hardcore mode, the difficulty doesn't change even when successful.
 * If the argument is empty, querys current difficulty rather than changes it.

effect

 * Specifies the target(s). $$, if not specified, defaults to the player who executes the command.
 * Specifies the target(s). $$, if not specified, defaults to the player who executes the command.


 * Specifies the effect to be added or removed.


 * $$, it must be between 1 and 2147483647 (inclusive).
 * Specifies the effect's duration in seconds (or in gameticks for,  , and  ). If not specified, defaults to 30 seconds (or 1 gameticks for  ,  , and  ).


 * And it must be between 0 and 255 (inclusive).
 * Specifies the number of additional levels to add to the effect. If not specified, defaults to 0. Note that the first tier of a status effect (e.g. Regeneration I) is 0, so the second tier, for example Regeneration II, would be specified by an amplifier level of 1.


 * Specifies whether the particles and the HUD indicator of the status effect should be hidden. If not specified, defaults to.

enchant

 * Specifies the target(s).
 * Specifies the target(s).


 * or
 * Specifies the enchantment to be added to the item held by the target.
 * Specifies the enchantment to be added to the item held by the target.


 * $$, it must be between 1 and 2147483647 (inclusive).
 * Specifies the enchantment level. Should be not greater than the maximum level for the specified enchantment. If not specified, defaults to 1.

execute
todo

experience/xp

 * (in  mode)
 * Specifies the amount of experience points or levels to give to the player.
 * Negative values remove experience instead of adding them.
 * Negative values remove experience instead of adding them.


 * (in  mode)
 * Specifies the amount of experience points or levels to be set to the player.
 * Specifies the amount of experience points or levels to be set to the player.


 * If the amount is expressed in points, it must be between 0 and 2,147,483,647 (inclusive, without the commas).
 * If the amount is expressed in levels, it must be between -2,147,483,648 and 2,147,483,647 (inclusive, without the commas).
 * Specifies the amount of experience points or levels to be added to the player.
 * Negative values remove experience instead of adding them.
 * Specifies the amount of experience points or levels to be added to the player.
 * Negative values remove experience instead of adding them.


 * (in  and   mode)
 * Specifies the target of the command. $$, if not specified, defaults to the command's executor.
 * Specifies the target of the command. $$, if not specified, defaults to the command's executor.
 * Specifies the target of the command. $$, if not specified, defaults to the command's executor.


 * (in  mode)
 * Specifies the target of the command.
 * Specifies the target of the command.

fill

 * and
 * and
 * Specifies any two opposing corner blocks of the region to be filled (the "fill region").
 * Block position is the coordinates of the point at the lower northwest corner of a block. Because of this, the lesser coordinates of each axis are on the region boundary, but the greater coordinates are one block from the boundary, and the block volume of the source region is (xgreater - xlesser + 1) × (ygreater - ylesser + 1) × (zgreater - zlesser + 1). For example,  has a 1-block volume, and   and   both identify the same region with an 8-block volume.
 * Block position is the coordinates of the point at the lower northwest corner of a block. Because of this, the lesser coordinates of each axis are on the region boundary, but the greater coordinates are one block from the boundary, and the block volume of the source region is (xgreater - xlesser + 1) × (ygreater - ylesser + 1) × (zgreater - zlesser + 1). For example,  has a 1-block volume, and   and   both identify the same region with an 8-block volume.


 * Specifies the block to fill the region with.
 * Specifies the block to fill the region with.


 * It must be between 0 and 65535 (inclusive).
 * Specifies the block data to use for the fill block. Values that are invalid for the specified block id revert to 0. If not specified, defaults to 0.
 * Specifies the block data to use for the fill block. Values that are invalid for the specified block id revert to 0. If not specified, defaults to 0.


 * lit. 'destroy' or 'hollow' or 'keep' or 'outline' or 'replace'
 * - Replaces all blocks (including air) in the fill region with the specified block, dropping the existing blocks (including those that are unchanged) and block contents as entities as if they had been mined with an unenchanted diamond shovel or pickaxe. (Blocks that can be mined only with shears, such as vines, do not drop; neither do liquids.)
 * - Replaces only the blocks on the outer edge of the fill region with the specified block. Inner blocks are changed to air, dropping their contents as entities but not themselves. If the fill region has no inner blocks (because it is smaller than three blocks in at least one dimension), acts like.
 * - Replaces only the air blocks in the fill region with the specified block.
 * - Replaces only the blocks on the outer edge of the fill region with the specified block. Inner blocks are not affected. If the fill region has no inner blocks (because it is smaller than three blocks in at least one dimension), acts like.
 * - Replaces all blocks (including air) in the fill region with the specified block, without dropping blocks or block contents as entities. Optionally, instead of specifying a data tag for the replacing block, block ID and data values may be specified to limit which blocks are replaced.
 * If not specified, defaults to.
 * If not specified, defaults to.


 * Specifies the ID of the blocks in the fill region to be replaced. If not specified, replaces all blocks in the fill region.
 * Specifies the ID of the blocks in the fill region to be replaced. If not specified, replaces all blocks in the fill region.


 * It must be between -2147483648 and 2147483647 (inclusive).
 * Specifies the block data to match when finding blocks to clone. Values (bitwise AND 0xFFFF) that are invalid for the specified block id revert to 0. If  or not specified, all blocks that match   are filled,
 * Specifies the block data to match when finding blocks to clone. Values (bitwise AND 0xFFFF) that are invalid for the specified block id revert to 0. If  or not specified, all blocks that match   are filled,

gamemode

 * lit. 'adventure' or 'creative' or 'spectator' or 'survival'
 * and
 * Specifies the new game mode. Must be one of the following:
 * (can be abbreviated as  or   $$) for survival mode
 * (can be abbreviated as  or   $$) for creative mode
 * (can be abbreviated as  or   $$) for adventure mode
 * for spectator mode
 * "hardcore" is not a valid option for the  argument, as it is technically not a game mode.


 * Specifies the target(s). If not specified, defaults to the player who executes the command.
 * Specifies the target(s). If not specified, defaults to the player who executes the command.

gamerule
todo

give

 * Specifies the target(s) to give item(s) to.
 * Specifies the target(s) to give item(s) to.


 * Specifies the item to give.
 * Specifies the item to give.


 * $$, it must be between 1 and 32767 (inclusive).
 * Specifies the number of items to give. If not specified, defaults to.


 * It must be between 0 and 32767 (inclusive).
 * Specifies the item data value of the given item(s). Values that are invalid for the specified item id revert to 0. If not specified, defaults to 0.
 * Specifies the item data value of the given item(s). Values that are invalid for the specified item id revert to 0. If not specified, defaults to 0.


 * Specifies the item components of the given item(s). Like data tags but supports only  and   functions (for example, )
 * Specifies the item components of the given item(s). Like data tags but supports only  and   functions (for example, )
 * Specifies the item components of the given item(s). Like data tags but supports only  and   functions (for example, )

help

 * $$, it must be a single word (no spaces).
 * Specifies the command name to provide help for. $$, entering more specific parameters of that command is allowed.


 * And it must be between -2147483648 and 2147483647 (inclusive).
 * Specifies the page number of the command list. Numbers less than 1 or greater than the total number of pages are treated as 1 or the last page accordingly.
 * Specifies the page number of the command list. Numbers less than 1 or greater than the total number of pages are treated as 1 or the last page accordingly.

kick

 * Specifies the player(s) to be kicked.
 * Specifies the player(s) to be kicked.


 * Message to display to the kicked player. If unspecified, defaults to.
 * Message to display to the kicked player. If unspecified, defaults to.

kill

 * Specifies the target(s) to kill. If not specified, defaults to the executor who executed the command.
 * Specifies the target(s) to kill. If not specified, defaults to the executor who executed the command.

players in creative mode cannot be killed.

locate

 * lit. ''
 * Specifies the structure to locate. Must be one of the following:
 * Specifies the structure to locate. Must be one of the following:

me

 * Message to display.
 * Message to display.
 * Message to display.

op

 * Specified the player to be grant op to.
 * Specified the player to be grant op to.
 * Specified the player to be grant op to.

particle

 * Specifies the particle to create.
 * $$, it must be either a single word (no spaces) or a quoted string.


 * Specifies the position at which to create the particle. If not specified, defaults to the position of the executor.


 * Specifies the size of the 3-dimensional cuboid volume to spawn particles in, centered on position, and multiplied by about 8 (using   specifies a cuboid of about 8×8×8 in size). Negative values may be used, but have the same effect as their positive counterparts (using   still equates to an 8×8×8 cuboid). Note that the generated particles aren't evenly distributed over the cuboid, instead it uses a Gaussian distribution resulting in a particle-gradient most dense at the center. Tilde and caret notation may be used, the resulting coordinates are then used as delta.
 * Specifies the size of the 3-dimensional cuboid volume to spawn particles in, centered on position, and multiplied by about 8 (using   specifies a cuboid of about 8×8×8 in size). Negative values may be used, but have the same effect as their positive counterparts (using   still equates to an 8×8×8 cuboid). Note that the generated particles aren't evenly distributed over the cuboid, instead it uses a Gaussian distribution resulting in a particle-gradient most dense at the center. Tilde and caret notation may be used, the resulting coordinates are then used as delta.
 * Specifies the size of the 3-dimensional cuboid volume to spawn particles in, centered on position, and multiplied by about 8 (using   specifies a cuboid of about 8×8×8 in size). Negative values may be used, but have the same effect as their positive counterparts (using   still equates to an 8×8×8 cuboid). Note that the generated particles aren't evenly distributed over the cuboid, instead it uses a Gaussian distribution resulting in a particle-gradient most dense at the center. Tilde and caret notation may be used, the resulting coordinates are then used as delta.


 * Exception 1: When  is   or , a   of 0 causes the   and   to act like RGBE values instead, ranging from 0.0 to 1.0.
 * Exception 2: When  is set to 0, the   instead acts as motion values for the particle, with   acting as a multiplier. ,   and   instead becomes  ,   and   respectively. Particles that don't have any motion to begin with are not affected by this (Example:  ).
 * Exception 3: When  is , a   of 0 causes   to act as a color modifier, with   acting as a multiplier. Starts at green with the hue moving backward as this increments.


 * Specifies the speed of the particle. Does not work on all particles (Example: ).
 * Specifies the speed of the particle. Does not work on all particles (Example: ).
 * Specifies the speed of the particle. Does not work on all particles (Example: ).


 * Specifies the number of particle effects to create. If 0, it results in a single particle. See the exceptions on  for why having a   of 0 can be useful.
 * Specifies the number of particle effects to create. If 0, it results in a single particle. See the exceptions on  for why having a   of 0 can be useful.
 * Specifies the number of particle effects to create. If 0, it results in a single particle. See the exceptions on  for why having a   of 0 can be useful.


 * lit. 'force' or 'normal'
 * Specifies the display mode:  or  . Setting   allows the particle(s) to be seen up to 256 blocks away and by players that use the minimal particles setting.


 * Allows control of which player should view this particle instead of everyone in the viewing range of the particle.
 * Allows control of which player should view this particle instead of everyone in the viewing range of the particle.
 * Allows control of which player should view this particle instead of everyone in the viewing range of the particle.

playsound

 * Specifies the sound to play.
 * $$, it must be either a single word (no spaces) or a quoted string. Can be a sound event defined in sound_definitions.json (for example, ).
 * $$, Can be a sound event defined in sounds.json (for example,  ).
 * A sound event may be affiliated with multiple sounds, and the sound that is actually produced is chosen at random from them, modified by their "weight", just as the game normally would. For example, the  sound event plays one of several pig sounds at random, because the event has multiple sounds associated with it.
 * Resource packs may add their own events to sounds.json; the command successfully plays these. File names are not used by this command; it strictly uses the events defined in sounds.json (which may not even be similar to the original file names and paths), and thus a resource pack adding new sound files must define events for them (this is not necessary when replacing old sounds already defined in events).


 * lit. ''
 * Specifies the music category and options the sound falls under. Must be,  ,  ,  ,  ,  ,  ,  ,  , or.


 * Specifies the sound's target.
 * Specifies the sound's target.


 * Specifies the position to play the sounds from.
 * Specifies the position to play the sounds from.


 * Specifies the distance that the sound can be heard. If not specified, defaults to 1. For values less than 1, the volume diminishes and the sound has a smaller sphere in which it may be heard. For values greater than 1, the sound does not actually grow louder, but its audible range (a 16-block radius at 1) is multiplied by volume. There is always a gradual falloff to silence based on distance from the center of the sphere. For values equal to or less than 0, no one can hear the sound.
 * Specifies the distance that the sound can be heard. If not specified, defaults to 1. For values less than 1, the volume diminishes and the sound has a smaller sphere in which it may be heard. For values greater than 1, the sound does not actually grow louder, but its audible range (a 16-block radius at 1) is multiplied by volume. There is always a gradual falloff to silence based on distance from the center of the sphere. For values equal to or less than 0, no one can hear the sound.


 * Specifies the pitch of the sound. If not specified, defaults to 1.
 * $$, values less than 0.5 are equivalent to 0.5. Values lower than 1 lower the pitch and increase the duration; values greater than 1 raise the pitch and reduce the duration. The pitch value is a multiplier applied to the frequency, so if a value from 0.5 to 1 is doubled, the pitch goes an octave higher. (See for converting other intervals to pitch values, but be aware that 1 isn't F♯ for all sound effects.)
 * $$, only values between 0 and 256 work. Values above 256 are equivalent to the default value; values less than or equal to 0 makes the sound inaudible.
 * $$, only values between 0 and 256 work. Values above 256 are equivalent to the default value; values less than or equal to 0 makes the sound inaudible.


 * Specifies the volume for targets outside the sound's normal audible sphere. If a target is outside the normal sphere, the sound is instead centered some short distance from the target (less than four blocks away), and this argument determines its volume.
 * Specifies the volume for targets outside the sound's normal audible sphere. If a target is outside the normal sphere, the sound is instead centered some short distance from the target (less than four blocks away), and this argument determines its volume.

replaceitem

 * Specifies the position of the block to be modified.
 * Specifies the position of the block to be modified.


 * Specifies one or more entities to modify.
 * Specifies one or more entities to modify.


 * ,  and
 * Specifies the inventory slot to be modified. Valid values depend on whether a block or an entity is being modified.
 * $$,   And it must be between -2147483648 and 2147483647 (inclusive).
 * $$,   And it must be between -2147483648 and 2147483647 (inclusive).


 * For blocks, must be  (BE:  ) where  or  is replaced with a number specifying the slot.
 * Chests, dispensers, droppers, hoppers, and trapped chests are numbered 0 for the top-left slot and then increase first horizontally, then vertically (so, for example, a chest's top row slots are numbered 0 to 8 from left to right). Double chests and double trapped chests are treated as two single container blocks.
 * A brewing stand's bottom slots are numbered 0 to 2 from left to right, its top slot is 3 and the fuel slot is 4.
 * A furnace's slots are numbered 0 for the input slot, 1 for the fuel slot, and 2 for the output slot.
 * Other blocks which hold items but don't have inventory GUIs (flower pots and jukeboxes) can only be changed with.
 * For entities, must be one of the following, where slot number or slot id is replaced with a number specifying the slot:


 * {| class="wikitable" data-description="Slot information"

!Slot !Slot Numbers !Restrictions
 * (BE: )
 * any number
 * rowspan=6|armor stands, mobs, and players only (though not all mobs will show or make use of the items)
 * (BE: )
 * any number
 * (BE: )
 * any number
 * (BE: )
 * any number
 * (BE: )
 * any number
 * (BE: )
 * any number
 * (BE: )
 * align="center"|0–53
 * players and minecarts only
 * (BE: )
 * align="center"|0–26
 * rowspan=2|players only
 * (BE: )
 * align="center"|0–8
 * (BE: )
 * align="center"|0–26
 * item frames (slot 0) and players only
 * (BE: )
 * any number
 * horses, donkeys, and mules only;  or   must be a saddle
 * donkeys, and mules only;  must be a chest
 * (BE: )
 * any number
 * horses and llamas only;  or   must be a type of horse armor (if a horse) or a carpet (if a llama)
 * (BE: )
 * align="center"|0–14
 * donkeys and mules with chests only
 * (BE: )
 * align="center"|0–7
 * villagers only
 * }
 * donkeys, and mules only;  must be a chest
 * (BE: )
 * any number
 * horses and llamas only;  or   must be a type of horse armor (if a horse) or a carpet (if a llama)
 * (BE: )
 * align="center"|0–14
 * donkeys and mules with chests only
 * (BE: )
 * align="center"|0–7
 * villagers only
 * }
 * donkeys and mules with chests only
 * (BE: )
 * align="center"|0–7
 * villagers only
 * }
 * }


 * Specifies the item to be placed in the block or entity's inventory slot.


 * And it must be between 1 and 64 (inclusive).
 * Specifies the number of items to be placed in the block or entity's inventory slot.


 * It must be between -2147483648 and 2147483647 (inclusive).
 * Specifies the item data for the item(s) to be placed in the block or entity's inventory slot. Values which are invalid for the specified item id will default to 0. If not specified, defaults to 0.
 * Specifies the item data for the item(s) to be placed in the block or entity's inventory slot. Values which are invalid for the specified item id will default to 0. If not specified, defaults to 0.


 * Specifies the item components. Like data tags but supports only  and   functions (for example, )
 * Specifies the item components. Like data tags but supports only  and   functions (for example, )
 * Specifies the item components. Like data tags but supports only  and   functions (for example, )


 * Must be one of:
 * - Directly replaces items ignoring the original items in the specified slot.
 * - Does not replace items if an item occupies that slot.
 * - Does not replace items if an item occupies that slot.

say

 * Message to say.
 * Message to say.

setblock

 * Specifies the position of the block to be changed.
 * Specifies the position of the block to be changed.


 * Specifies the new block.
 * Specifies the new block.


 * It must be between 0 and 65535 (inclusive).
 * Specifies the block data to use for the new block. Values that are invalid for the specified block id revert to 0. If not specified, defaults to 0.
 * Specifies the block data to use for the new block. Values that are invalid for the specified block id revert to 0. If not specified, defaults to 0.

lit. 'destroy' or 'keep' or 'replace'
 * Specifies how to handle the block change. Must be one of:
 * — The old block drops both itself and its contents (as if destroyed by a player). Plays the appropriate block breaking noise.
 * — Only air blocks are changed (non-air blocks are unchanged).
 * — The old block drops neither itself nor any contents. Plays no sound.
 * If not specified, defaults to.

setworldspawn

 * Specifies the coordinates of the world spawn. If not specified, defaults to the block position of the command's execution. $$,  and   that are greater than 30,000,000 or less than -30,000,000 revert to 30,000,000 and -30,000,000 respectively.   values which are greater than 256 and less than 0 revert to 256 and 0 respectively.
 * Specifies the coordinates of the world spawn. If not specified, defaults to the block position of the command's execution. $$,  and   that are greater than 30,000,000 or less than -30,000,000 revert to 30,000,000 and -30,000,000 respectively.   values which are greater than 256 and less than 0 revert to 256 and 0 respectively.
 * Specifies the coordinates of the world spawn. If not specified, defaults to the block position of the command's execution. $$,  and   that are greater than 30,000,000 or less than -30,000,000 revert to 30,000,000 and -30,000,000 respectively.   values which are greater than 256 and less than 0 revert to 256 and 0 respectively.


 * Specified the yaw angle to spawn with. Defaults to the direction the executor is facing.
 * Specified the yaw angle to spawn with. Defaults to the direction the executor is facing.
 * Specified the yaw angle to spawn with. Defaults to the direction the executor is facing.

spawnpoint

 * Specifies the player whose spawn point should be set. If not specified, defaults to the command's executor.
 * Specifies the player whose spawn point should be set. If not specified, defaults to the command's executor.


 * Specifies the coordinates of the player's new spawn point. If not specified, defaults to the position of the specified player(s) $$ or the command's execution $$.
 * Specifies the coordinates of the player's new spawn point. If not specified, defaults to the position of the specified player(s) $$ or the command's execution $$.
 * Specifies the coordinates of the player's new spawn point. If not specified, defaults to the position of the specified player(s) $$ or the command's execution $$.


 * Specified the yaw angle to spawn with. Defaults to the direction the executor is facing.
 * Specified the yaw angle to spawn with. Defaults to the direction the executor is facing.
 * Specified the yaw angle to spawn with. Defaults to the direction the executor is facing.

spreadplayers

 * and
 * Specifies the center of the region to spread targets to.
 * Specifies the center of the region to spread targets to.
 * Specifies the center of the region to spread targets to.


 * And it must be at least 0.0.
 * Specifies the minimum distance between targets.


 * $$, it must be at least 1.0 greater than.
 * Specifies the maximum distance on each horizontal axis from the center of the area to spread targets (thus, the area is square, not circular).


 * Specifies the maximum height for resulting positions.
 * Specifies the maximum height for resulting positions.
 * Specifies the maximum height for resulting positions.


 * Specifies whether to keep teams together. If, targets on the same team will be teleported to the same location.
 * Specifies whether to keep teams together. If, targets on the same team will be teleported to the same location.
 * Specifies whether to keep teams together. If, targets on the same team will be teleported to the same location.


 * Specifies the targets to spread.
 * Specifies the targets to spread.

stopsound

 * Specifies the command's target.
 * Specifies the command's target.


 * lit. ''
 * Must be,  ,  ,  ,  ,  ,  ,  ,  ,  , or.
 * Specifies which category in the Music & Sound options the sound falls under. If it is, stop sound of all category.


 * Specifies the sound to stop.
 * $$, it must be either a single word (no spaces) or a quoted string. Can be a sound event defined in sound_definitions.json (for example, ).
 * $$, Must be a sound event defined in sounds.json (for example,  ).

summon

 * Specifies the entity to be summoned.
 * Specifies the entity to be summoned.


 * Specifies the position to summon the entity. If not specified, defaults to the position of the command's execution.
 * Specifies the position to summon the entity. If not specified, defaults to the position of the command's execution.


 * Specifies the data tag for the entity.
 * Specifies the data tag for the entity.
 * Specifies the data tag for the entity.


 * Must be either a single word (no spaces) or a quoted string.
 * Specifies the in-game event for the entity. Should be a spawn event (event name for entities in behavior pack).
 * Specifies the in-game event for the entity. Should be a spawn event (event name for entities in behavior pack).


 * Must be either a single word (no spaces) or a quoted string.
 * Specifies the name of the entity.
 * Specifies the name of the entity.

tag

 * Specifies the command's target.
 * Specifies the command's target.
 * Specifies the command's target.


 * $$, it must be a single word (no spaces) or a quoted string..
 * Specifies the name of the tag to be added into or removed from the targets.
 * $$, valid characters are uppercase and lowercase letters, numbers, hyphen, underscore, plus sign and period. $$, it can include any characters.

tell

 * Specifies the player(s) to send the message to.
 * Specifies the player(s) to send the message to.


 * Specifies the message to tell.
 * Specifies the message to tell.

tellraw

 * Specifies the player(s) to send the message to.
 * Specifies the player(s) to send the message to.


 * Specifies the message to send.
 * Specifies the message to send.

time

 * Specifies the time to add or set.
 * Specifies the time to add or set.

lit. 'daytime' or 'gametime' or 'day'
 * Specifies the time to query. Must be,   or.


 * lit. 'TimeSpec' or 'day' or 'night' or 'noon' or 'midnight'
 * Must be,  ,  ,  ,  , or.
 * Specifies the time to set( = 1,000,   = 13,000,   = 6,000,   = 18,000,   = 23,000,   = 12,000).
 * Specifies the time to set( = 1,000,   = 13,000,   = 6,000,   = 18,000,   = 23,000,   = 12,000).

title

 * Specifies the player(s) to display a screen title to.
 * Specifies the player(s) to display a screen title to.


 * or
 * For ,
 * for ,
 * Specifies the text to display as a title, subtitle, or on the action bar.
 * For ,
 * for ,
 * Specifies the text to display as a title, subtitle, or on the action bar.


 * , and
 * ,, and
 * And $$ it must be between -2147483648 and 2147483647 (inclusive).
 * Specifies the time in game ticks (1/20ths of a second) for the screen title to fade in, stay, and fade out. $$, values below 0 are treated as 0. If not specified, defaults to 10 (0.5 seconds), 70 (3.5 seconds), and 20 (1 second).

(or if reset), defaults to 10 (0.5 seconds), 70 (3.5 seconds), and 20 (1 second).

teleport

 * Specifies the entity(s) to be teleported. If not specified, defaults to the command's executor.
 * Specifies the entity(s) to be teleported. If not specified, defaults to the command's executor.


 * Specifies the coordinates to teleport the target(s) to.
 * Specifies the coordinates to teleport the target(s) to.


 * Specifies the entity to teleport the target(s) to.
 * Specifies the entity to teleport the target(s) to.


 * and
 * Specifies the rotation.
 * Specifies the rotation.
 * Specifies the rotation.


 * Specifies the coordinates to make the target(s) facing to.


 * Specifies the entity to make the target(s) facing to.
 * Specifies the entity to make the target(s) facing to.


 * Specifies whether the entity'eyes or feet to make the target(s) facing to. If not specified, defaults to eyes. $$, always facing eyes.
 * Specifies whether the entity'eyes or feet to make the target(s) facing to. If not specified, defaults to eyes. $$, always facing eyes.
 * Specifies whether the entity'eyes or feet to make the target(s) facing to. If not specified, defaults to eyes. $$, always facing eyes.


 * If set to, teleports the target(s) only if the target(s) would not collide with a block it cannot be inside (Note: this allows teleporting into flowers as well as midair). If   or not specified, the default behavior applies (do no check; just teleport the target(s)).
 * If set to, teleports the target(s) only if the target(s) would not collide with a block it cannot be inside (Note: this allows teleporting into flowers as well as midair). If   or not specified, the default behavior applies (do no check; just teleport the target(s)).
 * If set to, teleports the target(s) only if the target(s) would not collide with a block it cannot be inside (Note: this allows teleporting into flowers as well as midair). If   or not specified, the default behavior applies (do no check; just teleport the target(s)).

weather

 * Must be between 0 and 1000000 (inclusive).
 * Specifies the time in seconds for the specified weather to last. If not specified, the duration defaults to 5 minutes. If 0, resets to random weather duration.