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LordMZTE 2020-08-26 22:14:05 +02:00
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.gitignore vendored Normal file
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.vscode

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tips/en/Block.coords.txt Normal file
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The coordinates of the block.

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The corner to start the fill at.

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Enter the coordinates of where you are teleporting the player/entity to.

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Teh co-ordinates of the block that you are detecting. The command will only be executed if the detected block is at the co-ordinates.

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Specifies the size of the 3-dimensional cuboid volume to spawn particles in, centered on position x y z, and divided by about 8 (using 1 1 1 specifies a cuboid of about 8×8×8 in size).
<br><br>
Exception: When the particle chosen is <b>reddust/dust</b>, <b>mobSpell/entity_effect</b> or <b>mobSpellAmbient/ambient_entity_effect</b> and speed is not 0, and count is 0 or not specified, these values are set as the RGB channel values of the color of the particle, and are specified in the range 0 to 1. In this usage, the speed parameter acts as a multiplier on these values. If count is greater than 0 for those particles, xd yd zd are treated as a 3-dimensional volume as usual, rather than as a color, and randomized colors are used.
<br><br>
With <b>mobSpell/entity_effect</b> or <b>mobSpellAmbient/ambient_entity_effect</b>, 0 0 0 produces a black particle for example, 0 1 0 produces a green particle, and 0 0 0.5 produces a dark blue particle, etc.
The <b>reddust</b> particle's RGB channels behaves differently. The Red Value(xd) should only be set to 1 or 0.001.
<br><br>
The color chooser below will not accurately show the color you get when using <b>redust/dust</b>. But should work for <b>mobSpell/entity_effect</b> or <b>mobSpellAmbient/ambient_entity_effect</b> provided speed is set and count is 0 or unset.

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These are the co-ordinates from where the command is executed from.

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Specifies the position at which to create the particle. May use tilde notation to specify a position relative to the command's execution (Use the relative checkbox).

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tips/en/Loot.coords.txt Normal file
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Enter the co-ordinates for the where the loot will spawn or for the container block where the loot will be inserted or replaced.

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The opposite corner to stop the fill at.

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Optional. These are the co-ordinates of where the sound is created. The closer the targeted player is to this location, the louder the sound is.

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The summon coordinates.

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Age of the field.

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The color of the displayed particle. It only works when ambient_entity_effect or entity_effect particle is chosen.

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Maximum age of the field. Field dissipates at this age, regardless of radius.

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The amount the duration of the field changes upon applying the effect.

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Custom status effects can be set here.

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UUID (four integers) of the owner of this cloud.

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UUIDLeast of the owner of this cloud.

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UUIDMost of the owner of this cloud.

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The particle displayed by the area effect.

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The name of the default potion effect.

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The area's radius.

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The amount the radius grows upon applying the effect. Normally negative.

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The amount the radius grows per tick. Normally negative.

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The number of ticks before reapplying the effect.

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The time before deploying the field. Doesn't apply Potion Effect until it hits the Age number.

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Allowing disablement of placing, replacing and removal of armor elements.

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There is a good Armor Stand Pose generator at <a href='https://haselkern.com/Minecraft-ArmorStand/' target=_blank>https://haselkern.com/Minecraft-ArmorStand/</a>. The generator has a good preview on what you'll get. You can generate a command there and paste it into the import box. MCStacker will import the Pose part and ignore everything else.

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ArmorStand will be invisible, although items on it will display.

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ArmorStand's size will be set to 0, have a tiny hitbox and disable interactions with it.

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ArmorStand will not display the base beneath it.

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Rotation values for the ArmorStand's pose.

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ArmorStand will display full wooden arms. If off, place and replace interactions with the hand item slot will be disabled.

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ArmorStand will be much smaller, similar to the size of a baby zombie.

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tips/en/arrow.Color.txt Normal file
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The arrow will emit colored particles.

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Make arrow into a tipped arrow with custom potion effects.

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The amount of times this projectile can pierce through an entity.

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tips/en/arrow.Potion.txt Normal file
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The name of the default potion effect. Will make this arrow behave like a tipped arrow.

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Whether the projectile was shot from a crossbow.

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The sound event to play when hitting a block/mob, cannot use non-vanilla sound events.

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tips/en/arrow.crit.txt Normal file
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Set if the arrow will deal critical damage.

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tips/en/arrow.damage.txt Normal file
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Damage dealt by the arrow, in half-hearts. May not be a whole number. 2.0 for normal arrows, and increased 0.5 per level of Power enchantment on the firing bow. If the Power enchantment is present, an additional 0.5 is added on (so Power I gives a bonus of 1.0, while Power II gives 1.5).

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If the Projectile is in the ground or hit the ground already (For arrow pickup; you cannot pickup arrows in the air)

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tips/en/arrow.life.txt Normal file
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Increments each tick when an arrow is not moving; resets to 0 if it moves. When it ticks to 1200, the arrow despawns.

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tips/en/arrow.pickup.txt Normal file
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Controls the conditions for when an arrow can be picked up by players.

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tips/en/arrow.player.txt Normal file
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If pickup is not used, and this is set the arrow can be picked up by players.

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tips/en/arrow.shake.txt Normal file
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The "shake" when arrows hit a block.

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In the BlockEntityData field you can type in a give command generated from <a href='http://minecraft.tools/en/banner.php' target='_blank'>http://minecraft.tools/en/banner.php</a>. MCStacker will extract what it needs from it.

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A custom name which will be stored and re-used when the banner is dropped as an item. When holding a map and clicking on a banner that has a Custom Name, a marker will appear on the map with the same text at the location of the banner.

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tips/en/bat.BatFlags.txt Normal file
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Set when hanging upside-down from a block. Default is behavior is flying.

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The number of levels available from the pyramid.

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The primary power selected.

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The secondary power selected.

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tips/en/bed.color.txt Normal file
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Set the color for this part of the bed.

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tips/en/bee.Anger.txt Normal file
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Time left in ticks until the bee's anger ends. If this is zero, it is not angry.

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Time left in ticks until the bee's anger ends. If this is zero, it is not angry.

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tips/en/bee.AngryAt.txt Normal file
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UUID of the player that the bee is angry at.

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Undocumented behavior (for now).

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How many crops has the bee grown since its last pollination. Used to limit number of crops it can grow.

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Stores coordinates of the flower the bee is circling.

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Whether it is carrying pollen.

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tips/en/bee.HasStung.txt Normal file
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Whether it has stung a mob or player.

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tips/en/bee.HivePosX.txt Normal file
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Stores coordinates of this bee's hive or nest

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tips/en/bee.HurtBy.txt Normal file
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UUID of the player that has attacked the bee.

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Number of ticks passed since its last pollination.

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Stores the location of a flower, so other bees can go to it.

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A custom name which will be stored and re-used when the block is dropped as an item.

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tips/en/block.DV.txt Normal file
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This field is ignored for 1.13+ command output. Block States should be used instead.

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tips/en/block.Lock.txt Normal file
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Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.

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Check if the block(s) is at a location relative to the command block or where the command is executed. Uncheck to set a specific co-ordinate

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tips/en/boat.Type.txt Normal file
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The wood type of the boat.

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tips/en/bossbar.ID.txt Normal file
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Set the ID of the bossbar here. Use lowercase only.

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This bossbar generator can create the following commands:<br><br>
/bossbar add &lt;id&gt; &lt;name&gt; <br>
/bossbar set &lt;id&gt; name &lt;name&gt;<br>
/bossbar set &lt;id&gt; players &lt;targets&gt;<br><br>

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tips/en/bossbar.set.txt Normal file
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Indicate if you are setting the name of the bossbar or the target selectors of players you are showing the bossbar to.

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Represents the age of the mob in ticks; when negative, the mob is a baby. When 0 or above, the mob is an adult. When above 0, represents the number of ticks before this mob can breed again.

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Prevents the Age tag from ever changing naturally.

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A value of age which will be assigned to this mob when it grows up. Incremented when a baby mob is fed.

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Number of ticks until the mob loses its breeding hearts and stops searching for a mate. 0 when not searching for a mate.

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UUID of the entity that caused this animal to breed.

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Identifying the entity that caused this animal to breed, these are the least significant bits of that entity's Universally Unique IDentifier. This is joined with LoveCauseMost to form that entity's unique ID.

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Identifying the entity that caused this animal to breed, these are the least significant bits of that entity's Universally Unique IDentifier. This is joined with LoveCauseMost to form that entity's unique ID.

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The number of ticks the potions have been brewing for.

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Remaining fuel for the brewing stand.

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How long thie item has been cooking for in ticks.

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The total time the item needs to cook for in ticks.

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tips/en/cat.CatType.txt Normal file
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The type of the skin the cat has.

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The dye color of this cat's collar. Can be present for untamed cats but does not render until it is tamed.

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Optional. Loot table to be used to fill the container when it is next opened, or the items are otherwise interacted with.

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Optional. Loot table to be used to fill the chest when it is next opened, or the items are otherwise interacted with.

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Set if the mule,donkey or llama has chests.

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Number of ticks until the chicken lays its egg. Laying occurs at 0 and this timer gets reset to a new random value between 6000 and 12000.

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Whether or not the chicken is a jockey for a baby zombie. If true, the chicken can naturally despawn and drops 10 experience upon death instead of 1-3. Baby zombies can still control a ridden chicken even if this is set false.

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Player name to store how many blocks were modified in the last command. Can be a player selector but may only have one resulting target.

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Objective's name to store how many blocks were modified in the last command.

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Player name to store how many entities were altered in the last command. Can be a player selector but may only have one resulting target.

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Objective's name to store how many entities were altered in the last command.

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Player name to store how many items were altered in the last command. Can be a player selector but may only have one resulting target.

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