last summoned entitysince 1.7.0The creature the last summon of this trigger made
set {_boss} to last summoned entityTry it← All of the Docs The world
last summoned entitysince 1.7.0The creature the last summon of this trigger made
set {_boss} to last summoned entityTry itevent entitysince 1.7.0The creature the current event is about
on mob spawn:
set {_mob} to event entity
set name of {_mob} to "&cWild thing"Try itvictim entity / attacker entitysince 1.7.0In on entity damage: the creatures themselves, not their names
push victim entity backward with force 0.8Try itclicked entitysince 1.7.0In on entity click
on entity click:
push clicked entity upward with force 0.6Try ittarget entity of <who>since 1.7.0What they are looking at, up to 50 blocks away
set {_looking} to target entity of player
if {_looking} is set:
send "&7You are looking at &f%{_looking}%"Try itname of <entity> / health of <entity>since 1.7.27Read or set. How much health it can have is given when it is summoned: with health <n>
set name of {_boss} to "&c&lThe Boss"Try itkill <who>since 1.7.0Works on a player or an entity
kill arg.1 as playerTry itkill <who> as <who>since 1.7.39The same, but the server takes it for a kill by the second one, a player or a creature: the death message names them, %event.killer% is them, and they get the drops, the experience and the credit other plugins give for a kill. kill arg.1 as player
kill arg.1 as playerTry itmake <creature> follow <who>since 1.7.17It walks after them until told otherwise, or until either is gone. make <creature> stop following ends it. Needs a Paper server
command /pet:
trigger:
summon wolf named "&b%player%'s pet" at player
set {%player%.pet} to last summoned entity
make {%player%.pet} follow playerTry itmake <creature> walk to <location>since 1.7.17It finds its own way there, if there is one. Needs a Paper server
command /callguard:
trigger:
summon iron golem at player
make last summoned entity walk to location 10 blocks in front of playerTry itmake <creature> stay still / make <creature> move againsince 1.7.17Takes away its own will, so it neither walks nor turns nor is pushed; and gives it back
command /statue:
trigger:
summon zombie named "&7Statue" at player silent
make last summoned entity stay stillTry itmake <who> look at <location>since 1.7.37Turn a player or a creature so that they face that place. The place is a location, x, y, z, or somebody: make player look at arg.1 looks them in the eyes. They stay where they are; only where they look changes
make player look at arg.1Try itmake <who> look northsince 1.7.37Turn them straight north, east, south or west, or make them look up or down
make player look northTry itmake <who> ride <creature> / make <who> dismountsince 1.7.17Seat a player, or another creature, on top of one
command /mount:
trigger:
summon horse at player
make player ride last summoned entityTry itmake <who> swing armsince 1.7.70The movement of a hit, without hitting anything
make player swing armTry itdamage <who> by <n>since 1.7.0Hurt by that much; 2 is one heart
damage tool of player by 25Try itpush <who> upward / downward / forward / backward [with force <n>]since 1.7.0Shove in a direction. forwards, backwards, upwards and downwards are read the same, and at speed <n> says what with force <n> does: push player forwards at speed 2
push player upward with force 1.2Try itpush <who> towards <location> [with force <n>]since 1.7.0Shove towards a place
push player towards {spawn} with force 0.8Try itpush <who> away from <location> [with force <n>]since 1.7.67Shove the other way: away from an explosion, a boss, a wall
push player away from {boss.place} with force 1.5Try itpush <who> left / right [with force <n>]since 1.7.67Shove sideways, as they stand
push player left with force 0.8Try itlaunch <who> [upward] [at speed <n>] [without fall damage]since 1.7.67A push, upward unless another direction is named. With without fall damage the landing does not hurt, which is what a jump pad wants; push takes those words too
on right click:
if block is "slime_block":
launch player upward at speed 2 without fall damageTry itmake <entity> target <who>since 1.7.0Send a mob after someone
make {_boss} target playerTry itremove entity <entity>since 1.7.0Make it disappear
summon zombie at player's location
set {_mob} to last summoned entity
wait 10 seconds
remove entity {_mob}Try itremove all <type> within <n> blocks of <location>since 1.7.0Clear out every creature of a kind nearby
remove all zombies within 20 blocks of player's locationTry itwith health <n>since 1.7.15Its health, in half hearts, up to 2048. It starts at full health
summon iron golem named "&bGuardian" at player with health 400Try itwith speed <n>since 1.7.15How fast it moves, as a multiple of what is normal for it: 2 is twice as fast, 0.5 half
summon 5 zombie at player with speed 1.6Try itwith damage <n>since 1.7.15How hard it hits, in half hearts. Only creatures that attack have it
summon zombie named "&4Brute" at player with damage 20Try itholding <item>since 1.7.15What it has in its hand
summon zombie at player holding iron sword enchanted with sharpness 3Try itwearing <item>, <item>since 1.7.15Its armour; each piece goes where it belongs, and anything that is not armour goes on its head
summon zombie at player wearing diamond helmet, iron chestplate, iron bootsTry itdropping <item>, <item>since 1.7.15What it leaves behind when it dies, instead of what such a creature usually drops. dropping nothing for nothing at all
summon chicken named "&6Golden hen" at player dropping 3 gold ingotTry itglowing, silent, babysince 1.7.15An outline that shows through walls; no sounds; a young one
summon villager at player glowing silent babyTry itinvisiblesince 1.7.17It cannot be seen; what it holds and wears still can. Minecraft 1.16.3 or newer
summon armor stand at player invisible holding diamond swordTry itsmall, marker, with arms, without gravity, without base platesince 1.7.17For an armor stand: half size; nothing can touch or select it; arms to hold things in; it floats where it was put; no stone plate under it. without gravity works on any creature
command /trophy:
trigger:
summon armor stand named "&6Champion" at player small with arms without base plate holding golden apple wearing diamond helmetTry itset drops to <item>, <item>since 1.7.15Replace what falls. set drops to nothing, or clear drops, for nothing
on entity death:
if event.entity is "creeper":
set drops to 3 gunpowder, 1 tntTry itadd <item> to dropssince 1.7.15One more thing, on top of the rest
on entity death:
if event.entity is "zombie":
if chance of 10%:
add 1 emerald to dropsTry itmake <who> shoot a <projectile>since 1.7.42The same as shoot <projectile> from <who>, said the other way round. Add at speed <n>: make player shoot an arrow at speed 3
make player shoot a small fireball at speed 2Try itshoot <projectile> from <who>since 1.7.15Launch an arrow, snowball, egg, fireball, small fireball, ender pearl, trident or the like, the way they are looking. Add with speed <n>: 1 is a gentle throw, 3 a fully drawn bow
on right click with blaze rod:
if player is on cooldown "fireball":
stop
start cooldown "fireball" of 2 seconds
shoot small fireball from player with speed 2Try itA mob or animal can be kept in a variable and told what to do, just like a player.
command /boss:
permission: op
trigger:
summon zombie at player's location with health 100
set {_boss} to last summoned entity
set name of {_boss} to "&c&lThe Boss"
make {_boss} target player
on entity damage:
if attacker is "zombie":
push victim entity backward with force 0.8
| Syntax | Meaning |
|---|---|
last summoned entity | The creature the last summon of this trigger made |
event entity | The creature the current event is about |
victim entity / attacker entity | In on entity damage: the creatures themselves, not their names |
clicked entity | In on entity click |
target entity of <who> | What they are looking at, up to 50 blocks away |
name of <entity> / health of <entity> | Read or set. How much health it can have is given when it is summoned: with health <n> |
kill <who> | Works on a player or an entity |
kill <who> as <who> | The same, but the server takes it for a kill by the second one, a player or a creature: the death message names them, %event.killer% is them, and they get the drops, the experience and the credit other plugins give for a kill. kill arg.1 as player |
make <creature> follow <who> | It walks after them until told otherwise, or until either is gone. make <creature> stop following ends it. Needs a Paper server |
make <creature> walk to <location> | It finds its own way there, if there is one. Needs a Paper server |
make <creature> stay still / make <creature> move again | Takes away its own will, so it neither walks nor turns nor is pushed; and gives it back |
make <who> look at <location> | Turn a player or a creature so that they face that place. The place is a location, x, y, z, or somebody: make player look at arg.1 looks them in the eyes. They stay where they are; only where they look changes |
make <who> look north | Turn them straight north, east, south or west, or make them look up or down |
make <who> ride <creature> / make <who> dismount | Seat a player, or another creature, on top of one |
make <who> swing arm | The movement of a hit, without hitting anything |
damage <who> by <n> | Hurt by that much; 2 is one heart |
push <who> upward / downward / forward / backward [with force <n>] | Shove in a direction. forwards, backwards, upwards and downwards are read the same, and at speed <n> says what with force <n> does: push player forwards at speed 2 |
push <who> towards <location> [with force <n>] | Shove towards a place |
push <who> away from <location> [with force <n>] | Shove the other way: away from an explosion, a boss, a wall |
push <who> left / right [with force <n>] | Shove sideways, as they stand |
launch <who> [upward] [at speed <n>] [without fall damage] | A push, upward unless another direction is named. With without fall damage the landing does not hurt, which is what a jump pad wants; push takes those words too |
make <entity> target <who> | Send a mob after someone |
remove entity <entity> | Make it disappear |
remove all <type> within <n> blocks of <location> | Clear out every creature of a kind nearby |
"%{_boss}%" works in text.push player upward with force 1.2, kill arg.1. <who> means a player or an entity; <entity> means it only makes sense for one.remove all takes zombie, zombies, any other type, mobs (every hostile and passive mob) or entities (everything but players), up to 128 blocks away. Players are never removed.Creatures of your own. After the position, summon takes any of these, in any order:
| Written | Effect |
|---|---|
with health <n> | Its health, in half hearts, up to 2048. It starts at full health |
with speed <n> | How fast it moves, as a multiple of what is normal for it: 2 is twice as fast, 0.5 half |
with damage <n> | How hard it hits, in half hearts. Only creatures that attack have it |
holding <item> | What it has in its hand |
wearing <item>, <item> | Its armour; each piece goes where it belongs, and anything that is not armour goes on its head |
dropping <item>, <item> | What it leaves behind when it dies, instead of what such a creature usually drops. dropping nothing for nothing at all |
glowing, silent, baby | An outline that shows through walls; no sounds; a young one |
invisible | It cannot be seen; what it holds and wears still can. Minecraft 1.16.3 or newer |
small, marker, with arms, without gravity, without base plate | For an armor stand: half size; nothing can touch or select it; arms to hold things in; it floats where it was put; no stone plate under it. without gravity works on any creature |
glowing, silent and baby before the items. After an item, glowing belongs to the item (dropping 1 stick glowing drops a shimmering stick).dropping.What a creature leaves behind can also be changed when it dies, in on entity death::
on entity death:
if event.entity is "zombie":
add 1 emerald to drops
if event.entity is "creeper":
set drops to 3 gunpowder, 1 tnt
| Statement | Effect |
|---|---|
set drops to <item>, <item> | Replace what falls. set drops to nothing, or clear drops, for nothing |
add <item> to drops | One more thing, on top of the rest |
make <who> shoot a <projectile> | The same as shoot <projectile> from <who>, said the other way round. Add at speed <n>: make player shoot an arrow at speed 3 |
shoot <projectile> from <who> | Launch an arrow, snowball, egg, fireball, small fireball, ender pearl, trident or the like, the way they are looking. Add with speed <n>: 1 is a gentle throw, 3 a fully drawn bow |
%event.drops% is the list of what is about to fall, in on entity death: as in on block break:.
Shooting, turning and the tab list:
command /blast:
trigger:
set player's pitch to 0
set player's yaw to -90
make player shoot a small fireball at speed 2
make player shoot an arrow
command /ghost <player>:
permission: "ghost.use"
trigger:
hide player from tab list of arg.1
send "&7%arg.1% no longer sees you on the list."
wait 30 seconds
show player in tab list of arg.1
A kill that counts for somebody:
command /smite <player>:
permission: "smite.use"
trigger:
if arg.1 is not a player:
send "&c%arg.1% is not online."
stop
strike fake lightning at player's location
kill arg.1 as player
send "&eYou smote %arg.1%."
Turning somebody to face a place, a player or a direction:
command /lookat <player>:
trigger:
make player look at arg.1
make arg.1 look at player's location
command /spawnview:
trigger:
make player look at 0, 80, 0
wait 2 seconds
make player look north