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Edição das 03h21min de 16 de janeiro de 2020
Gado
Descrição: Esta página está sendo traduzida. Marcada para análises desde maio de 2019
! Variável !! Função
. Para -, veja [[@p
|@p
]].] — Selects all slime ball drops.
@e[nbt={Tags:[a,b]}]
is the same as@e[tag=a,tag=b]
. The latter is simpler and reduces CPU load.
- Note: When matching string form of namespaced IDs within a tag, the namespace cannot be omitted.
- Hence
@e[type=item,nbt={Item:{id:slime_ball}}]
cannot find any drop as the id field always contains a namespaced ID-converted string.
- Hence
- Selecionando metas por progressos[Edição Java apenas]
- Since 1.13, target selector uses advancements in place of
/advancement test
. The argument name is the advancement id (namespace can be left out when namespacedminecraft
). The value is true, false or so.@a[advancements={story/form_obsidian=true}]
— Selects players who have achieved the advancement minecraft:story/from_obsidian.@a[advancements={story/form_obsidian=false}]
— Selects players who haven't achieved the advancement minecraft:story/from_obsidian.@a[advancements={story/obtain_armor={iron_helmet=true}}]
— Selects players who had armored with iron helmet. The selected players needn't be wearing iron helmet when selected, and needn't have achieved the advancement minecraft:story/obtain_armor.@a[advancements={story/follow_ender_eye=true}]
is the same as@a[advancements={story/follow_ender_eye={in_stronghold=true}}]
.
- Selecionando destinos por predicado[Edição Java apenas]
[predicate=<namespaced ID>]
— Select all targets that match the specified predicate.[predicate=!<namespaced ID>]
— Select all targets that fail to match the specified predicate.
- Since 19w38a, selectors can use predicates in the argument.
@a[predicate=example:test_predicate]
— Selects players who match the example:test_predicate predicate.@e[predicate=!minecraft-wiki:smart_entity]
— Selects entities who doesn't match the minecraft-wiki:smart_entity predicate.
Data tags
A data tag is a tree-shaped data structure which can be described starting with attribute-value pairs enclosed in curly braces. One common usage of data tags in Java Edition is in commands, used to specify complex data for any entity.
A data tag consists of zero or more attribute-value pairs delimited by commas and enclosed in curly braces. Each attribute-value pair consists of an attribute name and the attribute's value, separated by a colon. Some values, however, may themselves contain attribute-value pairs, allowing a data tag to describe a hierarchical data structure.
- Example:
{name1:123,name2:"sometext",name3:{subname1:456,subname2:789}}
The data structures that data tags describe are the same ones used in Minecraft's save files. These data structures are described in other articles and commands expect data tags to use the same attribute names (which are case-sensitive):
Objects | Examples |
---|---|
Block entities | chests, furnaces, command blocks, mob spawners, signs, etc. |
Items | items in inventories (includes specifications for enchantments, lore, custom names, etc.) |
Item entities | items on the ground |
Mobs | creepers, cows, villagers, etc. |
Projectiles | arrows, fireballs, thrown potions, etc. |
Vehicles | boats, minecarts, etc. |
Dynamic tiles | primed TNT, falling sand/gravel/anvils |
Other entities | firework rockets, paintings, and item frames |
The defined data structures also expect the values to be of the correct type.
Type | Description |
---|---|
Byte | A signed 8-bit integer, ranging from -128 to 127 (inclusive). |
Short | A signed 16-bit integer, ranging from -32,768 to 32,767 (inclusive). |
Int | A signed 32-bit integer, ranging from -2,147,483,648 and 2,147,483,647 (inclusive). |
Long | A signed 64-bit integer, ranging from -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807 (inclusive). |
Float Double |
Float: A 32-bit, single-precision floating-point number, ranging from -3.4E+38 to +3.4E+38.
Double: A 64-bit, double-precision floating-point, ranging from -1.7E+308 to +1.7E+308.
See IEEE floating point for details. |
String | A sequence of characters, enclosed in quotes. For strings without commas, brackets, braces or spaces, quote enclosure is optional. Nested quotes can be included within a string by escaping the character with the \" escape sequence.
|
List | An ordered list of tags, enclosed in square brackets and delimited by commas. The tags must be of the same type, determined by the first tag in the list.
|
Compound | An ordered list of attribute-value pairs, enclosed in curly braces and delimited by commas.
Each tag may be of any type. |
Byte Array | B; followed by an ordered list of 8-bit integers, delimited by commas. Tag is enclosed in square brackets.
|
Int Array | I; followed by an ordered list of 32-bit integers, delimited by commas. Tag is enclosed in square brackets.
|
Long Array | L; followed by an ordered list of 64-bit integers, delimited by commas. Tag is enclosed in square brackets.
|
Boolean | A value, expressed as "true" or "false". This is only seen in JSON formatting, as a Byte tag is usually used in NBT data to determine a boolean value as 0 (for false) and 1 (for true).
|
Some commands may require that a number's type be specified by adding a letter (B, S, L, F, D) to the end of the value. For example, 3s
for a short, 3.2f
for a float, etc. (This doesn't work with I for int.) The letter can be uppercase or lowercase. When no letter is used and Minecraft can't tell the type from context, it assumes double if there's a decimal point, int if there's no decimal point and the size fits within 32 bits, or string if neither is true. A square-bracketed literal is assumed to be a list unless an identifier is used: [I;1,2,3]
for an int array and [L;1L,2L,3L]
for a long array.
When commands such as /testfor
, /testforblock
, and /clear
are used to match data tags, they only check for the presence of the provided tags in the target entity/block/item. This means that the entity/block/item may have additional tags and will still match. This is true even for lists and arrays: the order of a list is not acknowledged, and as long as every requested element is in the list, it will match even if there are additional elements.
The format used for data tags is a lenient form of JSON.
Raw JSON text
The /tellraw
and /title
commands use strict JSON syntax.
Scores and target selectors are evaluated for a Sign when it is placed or edited and for a Written Book when it is "resolved" (opened for the first time after signing). They won't update after that, and they won't work if edited onto an existing sign with an NBT editor, or onto a book that's already marked resolved. There's no way to wrap text onto the next line of a sign or the next page of a book during resolution; instead, the extra text will simply disappear.
The format of raw JSON text is a JSON string, a JSON array, or a JSON Object which supports the following (mostly optional) elements:
- A string representing raw text to display directly in chat. Same as only having a text tag in the base object.
- Same as having all elements except the first in this array appended to the end of the extra array of the first chat component in this array. Each element repeats this raw JSON text structure.
- The base chat component object.
- text: A string representing raw text to display directly in chat. Note that selectors such as "@a" and "@p" are not translated into player names; use selector instead. Can use escape characters, such as
\n
for newline (enter),\t
for tab, etc. - translate: The translation identifier of text to be displayed using the player's selected language. This identifier is the same as the identifiers found in lang files from assets or resource packs. Ignored when text exist in the root object.
- score: A player's score in an objective. Displays nothing if the player is not tracked in the given objective. Ignored when any of the previous fields exist in the root object.
- name: The name of the player whose score should be displayed. Selectors (such as @p) can be used, in addition to "fake" player names created by the scoreboard system. In addition, if the name is "*", it will show the reader's own score (for example,
/tellraw @a {"score":{"name":"*","objective":"obj"}}
will show every online player their own score in the "obj" objective). - objective: The internal name of the objective to display the player's score in.
- value: Optional. If present, this value is used regardless of what the score would have been.
- name: The name of the player whose score should be displayed. Selectors (such as @p) can be used, in addition to "fake" player names created by the scoreboard system. In addition, if the name is "*", it will show the reader's own score (for example,
- selector: A string containing a selector (@p,@a,@r,@e or @s) and, optionally, selector arguments. Unlike text, the selector will be translated into the correct player/entity names. If more than one player/entity is detected by the selector, it will be displayed in a form such as 'Name1 and Name2' or 'Name1, Name2, Name3, and Name4'. Ignored when any of the previous fields exist in the root object. Clicking a player's name inserted into a /tellraw command this way will suggest a command to whisper to that player. Shift-clicking a player's name will insert that name into chat. Shift-clicking a non-player entity's name will insert its UUID into chat.
- keybind: A string that can be used to display the key needed to preform a certain action. An example is
key.inventory
which will always display "E" unless the player has set a different key for opening their inventory. Ignored when any of the previous fields exist in the root object. - nbt: A string indicating the NBT path used for looking up NBT values from an entity or a block entity. Ignored when any of the previous fields exist in the root object.
- with: A list of chat component arguments and/or string arguments to be used by translate. Useless otherwise.
- The arguments are text corresponding to the arguments used by the translation string in the current language, in order (for example, the first list element corresponds to "%1$s" in a translation string). Argument structure repeats this raw JSON text structure.
- interpret: A boolean to indicate whether the game should interpret the SNBT value at the path indicated by nbt as a raw JSON text (according to this raw JSON text structure). Useless otherwise.
- block: A string specifying the coordinates of the block entity from which the NBT value is obtained. The coordinates can be absolute or relative. Useless if nbt is absent.
- entity: A string specifying the target selector for the entity from with the NBT value is obtained. Useless if nbt is absent.
- extra: A list of additional objects, sharing the same format as the base object.
- A list element whose structure repeats this raw JSON text structure. Note that all properties of this object are inherited by children except for text, extra, translate, with, and score. This means that children will retain the same formatting and events as this object unless they explicitly override them.
- color: The color to render this text in. Valid values are "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", "white", and "reset" (cancels out the effects of colors used by parent objects). Technically, "bold", "italic", "underlined", "strikethrough", and "obfuscated" are also accepted, but it may be better practice to use the tags below for such formats.
- bold: Boolean (true/false) - whether to render text in bold. Defaults to false.
- italic: Boolean (true/false) - whether to render text in italics. Defaults to false.
- underlined: Boolean (true/false) - whether to render text underlined. Defaults to false.
- strikethrough: Boolean (true/false) - whether to render text with a strikethrough. Defaults to false.
- obfuscated: Boolean (true/false) - whether to render text obfuscated. Defaults to false.
- insertion: When the text is shift-clicked by a player, this string will be inserted in their chat input. It will not overwrite any existing text the player was writing.
- clickEvent: Allows for events to occur when the player clicks on text.
- action: The action to perform when clicked. Valid values are "open_url" (opens value as a URL in the player's default web browser), "open_file" (opens the value file on the user's computer), "run_command" (has value entered in chat as though the player typed it themselves. This can be used to run commands, but the command will fail if the player does not have the required permissions to use it), "change_page" (can only be used in written books) changes to page value if that page exists, and "suggest_command" (similar to "run_command" but it cannot be used in a written book, the text only appears in the player's chat input and it is not automatically entered. Unlike insertion, this will replace the existing contents of the chat input). "open_file" is used in messages automatically generated by the game (e.g. on taking a screenshot) and cannot be used in commands or signs.
- value: The URL, file, chat, command or book page used by the specified action. Note that commands must be prefixed with the usual "/" slash.
- hoverEvent: Allows for a tooltip to be displayed when the player hovers their mouse over text.
- action: The type of tooltip to show. Valid values are "show_text" (shows raw JSON text), "show_item" (shows the tooltip of an item which can have NBT tags), and "show_entity" (shows an entity's name, possibly its type, and its UUID).
- value: The formatting of this tag varies depending on the action. Note that "show_text" is the only action to support an Object as the value; all other action values are Strings and should thus be wrapped in quotes.
- "show_text" can be either a raw string of text or an object with the same formatting as this base object. Note that clickEvent and hoverEvent do not function within the tooltip, but the formatting and extra tags still work.
- "show_item" can be a string formatted like item NBT data. Contains the "id" tag, and optionally the "Damage" tag and "tag" tag (which is the same compound used as "dataTag" in the
/give
command). - "show_entity" can be string formatted like a compound with the string values "type" (such as "Zombie"), "name", and "id" (should be an entity UUID, but can actually be any string).
- text: A string representing raw text to display directly in chat. Note that selectors such as "@a" and "@p" are not translated into player names; use selector instead. Can use escape characters, such as
Due to the extra tag, the above format may be recursively nested to produce very complex and functional text strings. However, a raw json text doesn't have to be complicated at all: virtually all properties are optional and may be left out.
To be valid, each object must have at least either text, translate, score, selector or keybind (everything else is optional). As a matter of shorthand, however, the entire Object may be substituted with a String. In this case, that string will be considered the value of the text property. For example, "This is raw text"
is equivalent to {"text":"This is raw text"}
. This shorthand substitution is valid anywhere a raw text object is required (including the base <raw json message> argument of /tellraw
, the elements of the extra list, and the value of a "show_text" hover_event).
/tellraw
also accepts an array of objects and/or strings; they are concatenated. It even accepts a tree of nested arrays; they are traversed depth-first. For example:
/tellraw @a ["Hello there, ",{"selector":"@p"},"."] /tellraw @a [[[["The "],[["quick ","brown "],[{"selector":"@p"}," jumps "],"over "],"the "],["lazy ","dog."]]]
Finally, unlike other commands using JSON, /tellraw
Strings support Unicode via the notation \u####
, where #### is the Unicode hexadecimal number for the desired character.
- External links
Block/item/entity... names
Many commands have arguments that identify particular types of blocks, items, entities, advancements, bossbars, effects, enchantments and so on. In the command syntax below, these typically appear as elements named <block>
, <item>
, or the like which are replaced with identifiers such as minecraft:stone
in the examples. These IDs all have namespaces. All original Minecraft contents are namespaced minecraft
while contents from mods or data packs have other namespaces. Namespace prefix of IDs namespaced minecraft
can be omitted for most situations; however, in certain cases, such as NBT data tag matching, full namespaced ids are required.
Lista de tipos de argumento na Edição Java
Estes são os tipos de argumento na Minecraft: Edição Java.
Lista e resumo de comandos
A tabela abaixo resume todos os comandos, incluindo os próximos. Clique no cabeçalho de uma coluna para classificar por essa coluna. Clique no link na primeira unidade de cada linha para obter um uso detalhado de cada comando.
Comando | Descrição | EB | EE | EJ | Nível de OP | Apenas MP | ||||
---|---|---|---|---|---|---|---|---|---|---|
/ability
|
Concede ou revoga uma habilidade do jogador. | Removido | Sim | — | 2 | — | — | — | — | |
/advancement
|
Dá, remove ou verifica os avanços do jogador. | — | — | Sim | 2 | — | — | — | — | |
/ban
|
Adiciona o jogador a lista de banidos. | — | — | Sim | 3 | MP | — | — | — | |
/ban-ip
|
Adiciona o endereço IP a lista de banidos. | — | — | Sim | 3 | MP | — | — | — | |
/banlist
|
Exibe a lista de banidos. | — | — | Sim | 3 | MP | — | — | — | |
/bossbar
|
Cria e modifica barras do chefe. | — | — | Sim | 2 | — | — | — | ||
/classroommode
|
Capacidade de editar blocos restritos. | — | Sim | — | 3 | — | — | — | — | — |
/clear
|
Apaga itens do inventário do jogador. | Yes | Sim | Sim | 2 | — | — | — | — | |
/clone
|
Copia blocos de um lugar para outro. | Sim | Sim | Sim | 2 | — | — | — | — | |
/data
|
Obtém, mescla, modifica e remove dados de NBT de entidade e entidade de bloco. | — | — | Sim | 2 | — | — | |||
/datapack
|
Controla os pacotes de dados carregados. | — | — | Sim | 2 | — | — | — | — | |
/debug
|
Inicia ou para uma sessão de depuração. | — | — | Sim | 3 | — | — | — | — | — |
/defaultgamemode
|
Define o padrão modo de jogo. | — | — | Sim | 2 | — | — | — | — | |
/deop
|
Revoga o status do operador de um jogador. | Sim | Sim | Sim | 3 | MP | — | — | — | |
/difficulty
|
Define o nível de dificuldade. | Sim | Sim | Sim | 2 | — | — | — | — | |
/effect
|
Adicione ou remova efeito de status. | Sim | Sim | Sim | 2 | — | — | — | ||
/enchant
|
Encanta um item de jogador. | Sim | Sim | Sim | 2 | — | — | — | — | |
/execute
|
Executa outro comando. | Sim | Sim | Sim | 2 | — | — | — | — | — |
/experience
|
Adiciona ou remove experiência do jogador. | Sim | Sim | Sim | 2 | — | — | — | — | |
/fill
|
Preenche uma região com um bloco específico. | Sim | Sim | Sim | 2 | — | — | — | — | |
/forceload
|
Força pedaços a serem constantemente carregados ou não. | — | — | Sim | 2 | — | — | — | — | |
/function
|
Executa uma função. | Sim | — | Sim | 2 | — | — | — | — | — |
/gamemode
|
Define o modo de jogo de um jogador. | Sim | Sim | Sim | 2 | — | — | — | — | |
/gamerule
|
Define ou consulta um valor de regra do jogo. | Sim | Sim | Sim | 2 | — | — | — | — | |
/give
|
Dá um item a um jogador. | Sim | Sim | Sim | 2 | — | — | — | — | |
/help
|
Fornece ajuda para comandos. | Sim | Sim | Sim | 0 | — | — | — | — | — |
/immutableworld
|
Permite definir o estado imutável de um mundo. | — | Sim | — | 3 | — | — | — | — | |
/kick
|
Chuta um jogador fora de um servidor. | — | — | Sim | 3 | MP | — | — | — | |
/kill
|
Mata entidades (jogadores, criaturas, itens, etc.). | Sim | Sim | Sim | 2 | — | — | — | ||
/list
|
Lista jogadores no servidor. | Sim | Sim | Sim | 0 | — | — | — | — | |
/locate
|
Localiza a estrutura mais próxima. | Sim | Sim | Sim | 2 | — | — | — | — | |
/loot
|
Descarta itens de um slot de inventário no chão. | — | — | Sim | 2 | — | ||||
/me
|
Exibe uma mensagem sobre o remetente. | Sim | Sim | Sim | 0 | — | — | — | — | |
/mixer
|
Controle de interatividade do mixer. | Sim | — | — | 2 | — | — | — | — | — |
/mobevent
|
Ativa/desativa um evento de criatura especificada. | Sim | Desconhecido | — | 2 | — | — | — | — | |
/msg
|
Exibe uma mensagem privada para outros jogadores. | Sim | Sim | Sim | 0 | — | — | — | — | |
/op
|
Concede o status do operador a um jogador. | Sim | Sim | Sim | 3 | MP | — | — | — | |
/pardon
|
Remove entradas da lista de banidos. | — | — | Sim | 3 | MP | — | — | — | |
/particle
|
Cria partículas. | Sim | — | Sim | 2 | — | — | — | — | |
/playsound
|
Toca um som | Sim | Sim | Sim | 2 | — | — | — | — | |
/publish
|
Abre o mundo de jogador único para a rede local. | — | — | Sim | 4 | Somente SP | — | — | — | |
/recipe
|
Dá ou leva receitas de jogadores. | — | — | Sim | 2 | — | — | — | — | |
/reload
|
Recarrega as mesas, os avanços e as funções do saque do disco. | Sim | — | Sim | 2 | — | — | — | — | |
/remove
|
Removendo o agente. | — | Sim | — | 3 | — | — | — | — | |
/resupply
|
Reabastecer os moradores. | Sim | — | — | 2 | — | — | — | — | |
/replaceitem
|
Substitui itens nos inventários. | Sim | Sim | Sim | 2 | — | — | |||
/save
|
Prepara um backup, consulta seu status ou recomeça. | Somente BDS | — | — | — | MP | — | — | — | |
/save-all
|
Salva o servidor no disco. | — | — | Sim | 4 | MP | — | — | — | |
/save-off
|
Desativa as salvações automáticas do servidor. | — | — | Sim | 4 | MP | — | — | — | |
/save-on
|
Ativa as salvações automáticas do servidor. | — | — | Sim | 4 | MP | — | — | — | |
/say
|
Exibe uma mensagem para vários jogadores. | Sim | Sim | Sim | 1 | — | — | — | — | — |
/schedule
|
Atrasa a execução de uma função. | — | — | Sim | 2 | — | — | — | — | — |
/scoreboard
|
Gerencia objetivos, jogadores, equipes e etiquetas. | Sim | — | Sim | 2 | — | — | — | ||
/seed
|
Exibe a semente do mundo. | — | — | Sim | 2 | — | — | — | — | |
/setblock
|
Altera um bloco para outro bloco. | Sim | Sim | Sim | 2 | — | — | — | — | |
/setidletimeout
|
Define o tempo antes que os jogadores ociosos sejam chutados. | — | — | Sim | 3 | MP | — | — | — | |
/setmaxplayers
|
Define o número máximo de jogadores autorizados a participar. | Sim | Sim | — | 0 | — | — | — | — | |
/setworldspawn
|
Define a desova do mundo. | Sim | Sim | Sim | 2 | — | — | — | — | |
/spawnpoint
|
Define o ponto de desova para um jogador. | Sim | Sim | Sim | 2 | — | — | — | — | |
/spreadplayers
|
Teleporta entidades para locais aleatórios. | Sim | Sim | Sim | 2 | — | — | — | ||
/stop
|
Para um servidor. | — | — | Sim | 4 | MP | — | — | — | |
/stopsound
|
Para um som. | Sim | Sim | Sim | 2 | — | — | — | — | |
/summon
|
Evoca uma entidade. | Sim | Sim | Sim | 2 | — | — | — | — | |
/tag
|
Controla etiquetas de entidade | Sim | — | Sim | 2 | — | — | — | ||
/team
|
Controla as equipes. | — | — | Sim | 2 | — | — | — | ||
/teleport
|
Teleporta entidades. | Sim | Sim | Sim | 2 | — | — | — | ||
/teammsg
|
Especifica a mensagem a enviar para a equipe. | — | — | Sim | 0 | — | — | — | — | |
/tell
|
Exibe uma mensagem privada para outros jogadores. | Sim | Sim | Sim | 0 | — | — | — | — | |
/tellraw
|
Exibe uma mensagem JSON para os jogadores. | Sim | — | Sim | 2 | — | — | — | — | |
/testfor
|
Conta as entidades que correspondem às condições especificadas. | Sim | Sim | — | 2 | — | — | — | ||
/testforblock
|
Testa se um bloco está em um local. | Sim | Sim | — | 2 | — | — | — | — | |
/testforblocks
|
Testa se os blocos em duas regiões correspondem. | Sim | Sim | — | 2 | — | — | — | — | |
/tickingarea
|
Adicione, remova ou liste áreas marcadas. | Sim | Sim | — | 2 | — | — | — | — | |
/time
|
Altera ou consulta o tempo de jogo do mundo. | Sim | Sim | Sim | 2 | — | — | — | — | |
/title
|
Gerencia títulos de tela. | Sim | Sim | Sim | 2 | — | — | — | — | |
/toggledownfall
|
Alterna o tempo. | Sim | Sim | — | 2 | — | — | — | — | |
/tp
|
Teleporta entidades. | Sim | Sim | Sim | 2 | — | — | — | ||
/transferserver
|
Transferir jogador para um servidor. | Sim | Sim | — | 0 | — | — | — | — | — |
/trigger
|
Define um gatilho para ser ativado. | — | — | Sim | 0 | — | — | — | — | |
/w
|
Exibe uma mensagem privada para outros jogadores. | Sim | Sim | Sim | 0 | — | — | — | — | |
/weather
|
Define o tempo. | Sim | Sim | Sim | 2 | — | — | — | — | |
/whitelist
|
Gerencia a lista de permissões do servidor. | — | — | Sim | 3 | MP | — | — | — | |
/worldborder
|
Gerencia a fronteira do mundo. | — | — | Sim | 2 | — | — | — | — | |
/worldbuilder
|
Capacidade de editar blocos restritos. | Sim | Sim | — | 3 | — | — | — | — | |
/wsserver
|
Conecta-se a um servidor WebSocket. | Sim | Sim | — | 0 | — | — | — | — | — |
/xp
|
Adiciona ou remove experiência do jogador. | Sim | Sim | Sim | 2 | — | — | — | — |
Comandos removidos
Comando | Descrição | Razão para exclusão | EB | EE | EJ | Nível de OP | Apenas MP | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
/achievement
|
Dá ou leva uma conquista de um jogador. | Conquistas foram removidas na Edição Java 1.12. | — | — | Removido | 2 | — | — | — | — | |
/blockdata
|
Modifica a etiqueta de dados de um bloco. | Reaproveitado como /data na Edição Java 1.13. | — | — | Removido | 2 | — | — | — | — | |
/broadcast
|
Transmite uma mensagem por todo o servidor. | Reaproveitado como /say na Edição Java Classic 0.0.16a_01. | — | — | Removido | 2 | — | — | — | — | — |
/entitydata
|
Modifica a etiqueta de dados de uma entidade. | Reaproveitado como /data na Edição Java 1.13. | — | — | Removido | 2 | — | — | — | — | |
/home
|
Teleporta o jogador para o mundo. | A geração do mundo tornou-se baseado em pedaços de geração em vez de um local singular. | — | — | Removido | 0 | — | — | — | — | — |
/setspawn
|
Define o local atual como o local de desova padrão para novos jogadores. | A geração do mundo tornou-se baseado em pedaços de geração em vez de um local singular. | — | — | Removido | 2 | — | — | — | — | — |
/solid
|
Alterna entre colocar a pedra e colocar o leito de rocha. | Recurso removido durante Edição Java Indev, Colocar blocos tornou-se inventário baseado. | — | — | Removido | 2 | — | — | — | — | — |
/stats
|
Atualizar os objetivos dos resultados do comando. | Tornou-se parte de /execute na Edição Java 1.13. | — | — | Removido | 2 | — | — | |||
/unban
|
Perdoa um jogador banido. | Reaproveitado como /pardon na Edição Java Alpha 1.0.16. | — | — | Removido | 3 | MP | — | — | — | |
/toggledownfall
|
Alterna o tempo. | Removido na Edição Java 1.13 devido à redundância com o comando /weather. | Sim | — | Removido | 2 | — | — | — | — |
Guia de comando
- Sintaxe
Se você ver... Então texto simples Digite isso literalmente, exatamente como mostrado. <angle brackets>
Substitua este com um valor apropriado. [square brackets]
Este é um argumento opcional. (<entry>|<entry>)
(Obrigatório) Escolha uma das entradas mostradas, geralmente palavras literais. [<entry>|<entry>]
(Opcional) Escolha uma das entradas mostradas, geralmente palavras literais. reticências ... Esta entrada pode repetir mais de uma vez. <argument>: <int> O argumento é esperado para ser um inteiro. <argument>: <double> Espera-se que o argumento seja um ponto de flutuação de precisão dupla. <argument>: <string> Espera-se que o argumento seja um fragmento. As aspas devem ser aplicadas se qualquer caractere não alfanumérico aparecer no fragmento.
- Success Conditions
- A command's Success Conditions must be met in order for the game to consider the command "successful". This is used to determine a variety of things, such as the output of a redstone comparator feeding from a command block with a command. Note that not all "successful" commands actually do something, and not all "failed" commands fail to do something useful.
- Restrictions
- Describes restrictions on who can use the command or in what context.
- None: The command can be used by any player in any world. The following commands have no restrictions:
/help
,/me
,/tell
, and/trigger
. - Operator: The command may only be used by an operator or in singleplayer mode with cheats enabled. On multiplayer servers, the results of these commands are broadcast to other ops online.
- Multiplayer: The command is only available on a multiplayer server. The following commands are restricted to multiplayer servers:
/ban
,/ban-ip
,/banlist
,/deop
,/kick
,/list
,/op
,/pardon
,/pardon-ip
,/save-all
,/save-off
,/save-on
,/setidletimeout
,/stop
,/whitelist
.
- No multiplayer commands permit target selectors in arguments.
- Except for
/list
, multiplayer commands cannot be used in command blocks. - Many of these commands can be used on players who have never been to the server, or even on names which are not (or cannot be) registered as Minecraft accounts.
- No command blocks: The command cannot be executed by a command block.
- None: The command can be used by any player in any world. The following commands have no restrictions:
Vídeo
Vídeo feito por slicedlime:
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em vez disso.Problemas
Problemas relacionados com "Comandos" são mantidos no rastreador de erros. Reporte problemas lá, em inglês.
See also
- Formatting codes
- Entity format