Commands/particle

Creates particles.

Syntax

 * Java Edition


 * Bedrock Edition

Arguments

 * Specifies the particle to create.
 * $$, it must be either a single word (no spaces) or a quoted string, and it should be a namespaced ID of the particle (namespace cannot be omitted).


 * 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.  The three   values give red, green, and blue components for the color; the   provides an exponent that makes the colors brighter or dimmer, with 128 being a default.
 * 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 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.
 * : the particle(s) will be sent to players within 32.0 blocks (exclusive).
 * : allows the particle(s) to be sent to players within 512.0 blocks (exclusive).
 * Defaults to the  mode.


 * 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.

Examples
To create a stationary huge explosion particle 10 blocks to the east:

History
Befehl/particle コマンド/particle Команды консоли/particle Команди консолі/particle 命令/particle