Commands/execute

executes another command but allows changing the executor, changing the position and angle it is executed at, adding preconditions, and storing its result.

Java Edition
$$, there are twelve instructions (or sub-commands) for the  command. Multiple sub-commands are connected after /execute. Subcommands are divided into 4 categories: modify subcommands, condition subcommands, store subcommands, and  subcommand.
 * Modify subcommands modify command variables and change the situation the command is executed, and execute subcommands following it with specific executor(s), execution position(s), execution dimension(s), execution rotation(s) and execution anchor.
 * Condition subcommands are used to test whether certain conditions are true and output results or limit conditions of execution.
 * Store subcommands can store the return values of the command in a scoreboard or the data of an entity, block entity, or storage, and can also change the maximum or current value of a boss bar.
 * subcommand is used for carrying out another command.

All needed sub-commands can be concatenated together. Subcommands other than the  subcommand can be arranged arbitrarily and used multiple times. But the  subcommand can only be used once and must be put at the end of the subcommands chain. A  subcommand or a condition subcommand finalizes the command, otherwise the command does nothing. The game processes these subcommands in order from front to end, for example, the following commands are different:
 * All entities move one block forward:
 * All entities are teleported to one block in front of the executor:

The game processes other subcommands before processing  subcommands, so the   subcommand cannot affect other subcommands. In some cases, the command may terminate halfway and does nothing.

After executed (if it does not terminate halfway), the command returns a  value and a   value (see  for details). These two values ​​come from the last subcommand (may be a condition subcommand or a  subcommand). Note that the return value of the command must be an integer, if not, it is rounded down. The  value is always 0 or 1. When the command fails, both return values ​​are 0. The two values can be stored by store subcommands. When the last subcommand (may be a condition subcommand or a  subcommand) is executed multiple times, return values of each will be stored after each execution.

command also has a success count (whether or not terminates halfway), which is different from  and   value. This is usually  or , but if the last subcommand is executed many times separately (as perhaps with "/execute as @a -> execute") then success can be a number higher than. When executing it with a command block, the success count is returned to the command block, which can be checked by a conditional command block for success or be read with a redstone comparator.

There are twelve instructions (or sub-commands) for the  command, and each has its own special syntax, so describing syntax takes a large branching tree.


 * Full syntax tree:
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.
 * where  represents the start of another subcommand.

align

 * Updates the command's execution position, aligning to its current block position (an integer). Only applies along specified axes.
 * This is akin to the coordinates – i.e. rounding them downwards.
 * Syntax
 * Arguments
 * Result
 * Execution position in the given axes are floored, changing by less than 1 block.
 * Unparseable if the argument is not specified correctly.
 * Example
 * Given position (-1.8, +2.3, +5.9),  changes the position of  (-2, +2.3, +5).
 * Given (+2.4, -1.1, +3.8),  sets the player's spawnpoint to (2, -2, 3).
 * Example
 * Given position (-1.8, +2.3, +5.9),  changes the position of  (-2, +2.3, +5).
 * Given (+2.4, -1.1, +3.8),  sets the player's spawnpoint to (2, -2, 3).

anchored

 * Sets the execution anchor to the eyes or feet. Defaults to feet.
 * Effectively recenters local coordinates on either the eyes or feet, also changing the angle the  sub-command (of  and ) works off of
 * Syntax
 * Arguments
 * ( or  )
 * Whether to anchor the executed command to eyes or feet
 * Result
 * Execution anchor is set to either the eyes or the feet.
 * Unparseable if the argument is not specified correctly.
 * Example
 * The effect of is to move a target by placing its feet at the given position.
 * effectively teleports the executor's feet to where its eyes are (the execution position).
 * means "place the executor's feet 5 blocks left of where its eyes are"
 * means "place the executor's feet 5 blocks left of where its eyes are"

as

 * Sets the command's executor to target entity, without changing execution position, rotation, dimension, or anchor
 * Syntax
 * Arguments
 * Target entity/entities to become the new executor.
 * Result
 * Executor is updated to target entity (which changes the meaning of ).
 * Unparseable if the argument is not specified correctly.
 * Terminates if  fails to resolve to one or more valid entities (named players must be online).
 * When multiple entities are selected, next sub-command is executed once by each executor.
 * Example
 * Get data of all sheep:
 * When multiple entities are selected, next sub-command is executed once by each executor.
 * Example
 * Get data of all sheep:

at

 * Sets the execution position, rotation, and dimension to match those of an entity; does not change executor.
 * Syntax
 * Arguments
 * Target entity/entities to match position, rotation, and dimension with.
 * Result
 * Execution position, rotation, and dimension are updated to match target entity.
 * Unparseable if the argument is not specified correctly.
 * Terminates if  fails to resolve to one or more valid entities (named players must be online).
 * When multiple entities are selected, next subcommand is executed once at each entity's execution position, rotation, and dimension.
 * Example
 * All sheep move upward 1 block:
 * Kill yourself, because " " does not change the executor:
 * Example
 * All sheep move upward 1 block:
 * Kill yourself, because " " does not change the executor:

facing

 * Sets the execution rotation to face a given point, as viewed from its anchor (either the eyes or the feet)
 * Syntax
 * Arguments
 * Option: facing 
 * Coordinate to rotate towards
 * Option:'' facing entity 
 * The target(s) to rotate towards
 * ( or  )
 * Whether to point at the target's eyes or feet
 * Result
 * Execution otation is updated to face given position or targets
 * Unparseable if the argument is not specified correctly
 * Terminates if  fails to resolve to one or more valid entities (named players must be online)
 * When multiple entities are selected, next subcommand is executed once in each execution rotation
 * Example
 * Executor rotates once to the left:
 * All entities move one block in the direction of (0, 64, 0) (without changing their rotation):
 * All entities move one block in the direction of (0, 64, 0) (with changing their rotation):
 * All non player entities move one space in the direction of their nearest player (without changing their rotation):
 * When multiple entities are selected, next subcommand is executed once in each execution rotation
 * Example
 * Executor rotates once to the left:
 * All entities move one block in the direction of (0, 64, 0) (without changing their rotation):
 * All entities move one block in the direction of (0, 64, 0) (with changing their rotation):
 * All non player entities move one space in the direction of their nearest player (without changing their rotation):

in

 * Sets the execution dimension and position
 * It respects dimension scaling for relative and local coordinates: the execution position (only the X/Z part) is divided by 8 when changing from the Overworld to the Nether, and is multiplied by 8 when vice versa. Applies to custom dimensions as well.
 * Syntax
 * Arguments
 * Name of the new execution dimension
 * The standard dimensions in the minecraft namespace are "overworld", "the_nether", and "the_end".
 * Result
 * Execution dimension is updated
 * Unparseable if the argument is not specified correctly
 * Example
 * Looking for an end city (from the overworld):
 * If a player at position in Overworld runs command , the player is teleported to  in the Nether.
 * If a player at position in Overworld runs command , the player is teleported to  in the Nether.
 * If a player at position in Overworld runs command , the player is teleported to  in the Nether.
 * If a player at position in Overworld runs command , the player is teleported to  in the Nether.
 * If a player at position in Overworld runs command , the player is teleported to  in the Nether.

positioned

 * Sets the execution position, without changing execution rotation or dimension; can match an entity's position
 * Syntax
 * Arguments
 * Option: positioned 
 * New position
 * Option:'' positioned as 
 * Target entity/entities to match position with
 * Result
 * Execution position is updated. And  changes execution anchor to feet.
 * Unparseable if the argument is not specified correctly.
 * Terminates if  fails to resolve to one or more valid entities (named players must be online).
 * When multiple entities are selected, next sub-command is executed once in each execution position.
 * Examples
 * Look for a village near (0, 64, 0)
 * Let all sheep move one block in the direction of the executor's rotation (for example, when the executor looks east, the sheep moves one block eastward; when the executor looks up, the sheep moves one block upward):
 * Unparseable if the argument is not specified correctly.
 * Terminates if  fails to resolve to one or more valid entities (named players must be online).
 * When multiple entities are selected, next sub-command is executed once in each execution position.
 * Examples
 * Look for a village near (0, 64, 0)
 * Let all sheep move one block in the direction of the executor's rotation (for example, when the executor looks east, the sheep moves one block eastward; when the executor looks up, the sheep moves one block upward):
 * Let all sheep move one block in the direction of the executor's rotation (for example, when the executor looks east, the sheep moves one block eastward; when the executor looks up, the sheep moves one block upward):

rotated

 * Sets the execution rotation; can match an entity's rotation
 * Syntax
 * Arguments
 * Target entity/entities to match rotation with
 * Result
 * Unparseable if the argument is not specified correctly
 * Terminates if  fails to resolve to one or more valid entities (named players must be online).
 * When multiple entities are selected, next sub-command is executed once in each execution rotation.
 * Example
 * Move every sheep 1 block in the direction that the player closest to it is facing:
 * Result
 * Unparseable if the argument is not specified correctly
 * Terminates if  fails to resolve to one or more valid entities (named players must be online).
 * When multiple entities are selected, next sub-command is executed once in each execution rotation.
 * Example
 * Move every sheep 1 block in the direction that the player closest to it is facing:

Condition subcommands
The particular use of the  and   subcommands are to restrict command execution to happen only under specified conditions. In most cases,  is a negation of , equivalent to "if not...". The two commands have identical argument structures.


 * Result of condition subcommands:
 * Unparseable if the argument is not specified correctly.
 * In some cases, for example, testing a block outside the world, both  and   terminates or fails.
 * When not at the end of the subcommands chain, only if the condition tests pass is the subcommand following it executed; otherwise it terminates. If it is executed multiple times by multiple variables (e.g. executors, execution positions, execution rotations), it acts as a variable filter - Only the variable that matches the condition executes the next subcommand.
 * When at the end of the subcommands chain, it checks whether the condition is met and then outputs.

There are six different types of conditions:
 * 1) (if|unless) block – Tests a single real block
 * 2) (if|unless) blocks – Tests a real 3D rectangular volume against another
 * 3) (if|unless) data – Tests the data held by a real block, entity, or a storage
 * 4) (if|unless) entity – Tests whether an entity like the one given is real
 * 5) (if|unless) predicate – Tests a predicate
 * 6) (if|unless) score - Tests an target's score

(if|unless) block

 * Compares the block at a given position to a given block ID or block tag.


 * Syntax


 * Arguments
 * Position of a target block to test
 * A valid block ID or block tag to test for
 * A valid block ID or block tag to test for
 * A valid block ID or block tag to test for
 * A valid block ID or block tag to test for


 * Result
 * Unparseable if the argument is not specified correctly
 * In following conditions, terminates when this subcommand is not at the end of the subcommands chain; fails when at the end:
 * If  is unloaded or out of the world.
 * If test doesn't pass.
 * When at the end of the subcommands chain, and the command is successful,  value and   value is 1.

(if|unless) blocks

 * Compares the blocks in two equally sized volumes


 * Syntax


 * Arguments
 * Positions of any two diagonal corners of the source volume (the comparand; the volume to compare)
 * Position of the lower northwest corner of the destination volume (the comparator; the volume to compare to)
 * Assumed to be of the same size as the source volume
 * lit. 'scan mode' or 'all' or 'masked'
 * Specifies whether all blocks in the source volume should be compared, or if air blocks should be masked/ignored
 * Position of the lower northwest corner of the destination volume (the comparator; the volume to compare to)
 * Assumed to be of the same size as the source volume
 * lit. 'scan mode' or 'all' or 'masked'
 * Specifies whether all blocks in the source volume should be compared, or if air blocks should be masked/ignored
 * Specifies whether all blocks in the source volume should be compared, or if air blocks should be masked/ignored


 * Result
 * Unparseable if the argument is not specified correctly
 * In following conditions, terminates when this subcommand is not at end of the subcommands chain; fails when at the end:
 * If,  , or   is unloaded or out of the world.
 * If the volume of the source region is greater than 32768 (the equivalent of 8 chunk sections)‌
 * If test doesn't pass.
 * When at the end of the subcommands chain, and the command is successful,  value is 1.
 * For  mode,   value is the number of matching blocks (the total number of blocks in   mode, or the number of source region non-air blocks in   mode).
 * For  mode,   value is 1.

(if|unless) data

 * Checks whether the targeted block, entity or storage has any data tag for a given path


 * Syntax
 * – for data checking a block
 * – for data checking an entity
 * – for data checking a storage


 * Arguments
 * Option:
 * Position of the block whose data will be tested.
 * Data path to check whether the block has.
 * Option:
 * A single entity whose data will be tested.
 * Data path to check whether the entity has.
 * Option:
 * The namespaced ID of the storage whose data will be tested.
 * Data path to check whether the storage has.
 * A single entity whose data will be tested.
 * Data path to check whether the entity has.
 * Option:
 * The namespaced ID of the storage whose data will be tested.
 * Data path to check whether the storage has.
 * Option:
 * The namespaced ID of the storage whose data will be tested.
 * Data path to check whether the storage has.
 * Data path to check whether the storage has.
 * Data path to check whether the storage has.
 * Data path to check whether the storage has.


 * Result
 * Unparseable if the argument is not specified correctly
 * In following conditions, terminates when this subcommand is not at the end of the subcommands chain; fails when at the end:
 * If  is unloaded or out of the world.
 * If block at  isn't a block entity.
 * If  fails to resolve to one valid entities (named players must be online)
 * If test doesn't pass.
 * When at the end of the subcommands chain, and the command is successful,  value is 1.
 * For  mode,   value is the number of matching data tags.
 * For  mode,   value is 1.

(if|unless) entity

 * Checks whether one or more entities exist.


 * Syntax
 * Arguments
 * The target entity/ies to check
 * The target entity/ies to check
 * The target entity/ies to check


 * Result
 * Unparseable if the argument is not specified correctly
 * If test doesn't pass, terminates when this subcommand is not at the end of the subcommands chain; fails when at the end.
 * When at the end of the subcommands chain, and the command is successful,  value is 1.
 * For  mode,   value is the number of matching entities.
 * For  mode,   value is 1.

(if|unless) predicate

 * Checks whether the predicate evaluates to a positive result. See Predicate for more information.


 * Syntax
 * Arguments
 * The predicate to be checked whether its evaluates to a positive result.
 * The predicate to be checked whether its evaluates to a positive result.
 * The predicate to be checked whether its evaluates to a positive result.


 * Result
 * Unparseable if the argument is not specified correctly
 * In following conditions, terminates when this subcommand is not at the end of the subcommands chain; fails when at the end:
 * If the predicate doesn't exist.
 * If test doesn't pass.
 * When at the end of the subcommands chain, and the command is successful,  and   value is 1.

(if|unless) score

 * Check whether a score has the specific relation to another score, or whether it is in a given range.


 * Syntax
 * – for comparing two scores
 * – for comparing one score against a range


 * Arguments
 * A single score holder.
 * The scoreboard objective to check under. The score of in this objective will be checked.
 * Option: 
 * A single score holder to compare against
 * A scoreboard objective. The score of '''
 * Range to compare score against
 * Option: 
 * A single score holder to compare against
 * A scoreboard objective. The score of '''
 * Range to compare score against
 * A scoreboard objective. The score of '''
 * Range to compare score against
 * Range to compare score against
 * Range to compare score against


 * Result
 * Unparseable if the argument is not specified correctly
 * In following conditions, terminates when this subcommand is not at the end of the subcommands chain; fails when at the end:
 * If  or   is.
 * If test doesn't pass.
 * When at the end of the subcommands chain, and the command is successful,  and   value is 1.

Example

 * Kill all players standing on a wool:
 * Check whether your own scores A and B are equal:

Store subcommand
Store the final command's  or   value somewhere. It is first processed along with other subcommands, recording the location to store in. After the last subcommand (may be a condition subcommand or a  subcommand) is executed, return values will be stored in the location. Note that the return values of commands must be an integer. If a decimal, it is rounded down.

There are five different modes of storage:
 * 1) store (result|success) block – Store return value under one of a block's NBTs
 * 2) store (result|success) bossbar – Store return value as a bossbar data
 * 3) store (result|success) entity – Store return value under one of an entity's NBTs
 * 4) store (result|success) score – Store return value under a target's score on an objective
 * 5) store (result|success) storage – Store return value under one of a storage's NBTs

store (result|success) block

 * Saves the final command's return value as tag data within a block entity. Store as a byte, short, int, long, float, or double. If the return value is a decimal, it is rounded first and then multiplied by.


 * Syntax


 * Arguments
 * Position of target block
 * Location of the desired tag to hold the value in
 * lit. 'type' or 'byte' or 'short' or 'int' or 'long' or 'float' or 'double'
 * Desired data size/type
 * Multiplier to apply before storing value
 * Desired data size/type
 * Multiplier to apply before storing value
 * Multiplier to apply before storing value


 * Result
 * Unparseable if the argument is not specified correctly.
 * Does not store anything when the path does not exist.

store (result|success) bossbar

 * Saves the final command's return value in either a bossbar's current value or its maximum value


 * Syntax
 * Arguments
 * ID of the bossbar to target for saving
 * lit. 'value' or 'value' or 'max'
 * Whether to overwrite the bossbar's current value or its max value
 * Result
 * Unparseable if the argument is not specified correctly.
 * Result
 * Unparseable if the argument is not specified correctly.

store (result|success) entity

 * Save the final command's return value in one of an entity's data tags. Store as a byte, short, int, long, float, or double. If the return value is a decimal, it is rounded first and then multiplied by . Like the "" command, "/execute store " cannot modify player NBT.


 * Syntax


 * Arguments
 * A single entity to store under
 * Location of the desired tag to hold the value in
 * lit. 'type' or 'byte' or 'short' or 'int' or 'long' or 'float' or 'double'
 * Desired data size/type
 * Multiplier to apply before storing value
 * Result
 * Unparseable if the argument is not specified correctly.
 * Does not store anything when the path does not exist.
 * Result
 * Unparseable if the argument is not specified correctly.
 * Does not store anything when the path does not exist.

store (result|success) score

 * Overrides the score held by  on the given   with the final command's return value.


 * Syntax


 * Arguments
 * Specifies score holder(s) whose score is to be overridden
 * A scoreboard objective
 * Result
 * Unparseable if the argument is not specified correctly.
 * Result
 * Unparseable if the argument is not specified correctly.

store (result|success) storage

 * Uses the  within storage to store the return value in. Store as a byte, short, int, long, float, or double. If the return value is a decimal, it is rounded first and then multiplied by  . If the storage does not yet exist, it gets created.


 * Syntax


 * Arguments
 * (Single word)
 * Target storage container, as a namespaced ID
 * Location of the desired tag to hold the value in
 * lit. 'type' or 'byte' or 'short' or 'int' or 'long' or 'float' or 'double'
 * Desired data type/size
 * Multiplier to apply before storing value
 * Multiplier to apply before storing value
 * Multiplier to apply before storing value


 * Result
 * Unparseable if the argument is not specified correctly

Run subcommand
The command's single argument is the command to be executed, the variables of which may be modified by the subcommands used.


 * Syntax


 * Arguments
 * Can be any command
 * Can be any command


 * Technical
 * Resets the command node to the root of the command dispatcher
 * Information on modelling commands as chat text:
 * The command dispatcher is what starts when the player begins a message with a forward-slash.
 * A command node is the specific word/entry the cursor is editing, either a command or an argument.
 * The root node comes before the first word in the current command.


 * Result
 * Execute this command. Fails if  is failure.

More examples

 * Teleport all players who have an item enchanted with Efficiency in their first hotbar slot to coordinates (0, 64, 0):
 * Create a smoke particle three blocks in front of all players:
 * Place a saddle on pigs located within 5 blocks of the executing player, and remove saddles from pigs located over 5 blocks away from the executing player:
 * Make a player say "My feet are soaked!" in chat if they are located in a block of water:
 * Make a player say "Score is reset" in chat if the score 'test' is not set, eg by doing "scoreboard players reset @s test":
 * Make a player say "My feet are soaked!" in chat if they are located in a block of water:
 * Make a player say "Score is reset" in chat if the score 'test' is not set, eg by doing "scoreboard players reset @s test":
 * Make a player say "Score is reset" in chat if the score 'test' is not set, eg by doing "scoreboard players reset @s test":
 * Make a player say "Score is reset" in chat if the score 'test' is not set, eg by doing "scoreboard players reset @s test":

Syntax

 * An alternate syntax allows the command to be executed only if a specific block is detected:
 * An alternate syntax allows the command to be executed only if a specific block is detected:

Arguments

 * Specifies the target to be the command's executor. Must be a player name or target selector. If more than one entity is selected, the command is run once as each of them.


 * Specifies the position from which to run the command. Coordinates specified with tilde and caret notation are relative to the target, not to the position of the command's execution.


 * Specifies the command to be run. Must be a valid command.


 * Specifies the position of the block to check. May use tilde and caret notation to specify distances relative to.


 * Specifies the block ID that the block at detectPos, must match for the command to run. Must be a valid block ID.


 * Must be a valid block data for that type of block or  to match any block data.

Result

 * Fails if arguments are not specified correctly, if  fails to resolve to one or more valid entities (named players must be online), if the checked block is not of the correct block id, data or state, or if the specified command fails.


 * On success, executes the specified command as if executed by the specified target(s), done with operator-level permission at the specified coordinate.

Examples

 * To summon lightning bolts at the positions of every zombie:
 * To summon lightning bolts at the positions of every zombie standing on any type of sand:
 * To summon 10 creepers at the nearest player's position (only works as long as there are at least 10 entities in the loaded world):
 * To summon ender dragon at the position of your friend:
 * To summon 10 creepers at the nearest player's position (only works as long as there are at least 10 entities in the loaded world):
 * To summon ender dragon at the position of your friend:
 * To summon ender dragon at the position of your friend:

History
Befehl/execute Команды консоли/execute Команди консолі/execute 命令/execute