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Minecraft arguments

The Arguments and Literals page covers the most used, native Brigadier arguments. But Minecraft (and Paper) defines a few more. These can be accessed in a static context using the ArgumentTypes class. We will go over all of those here.

Quick overview

You might as well use this a quick reference or a table of contents. The arguments are explained in more detail after this table:

Method NameReturn ValueQuick Link
blockPosition()BlockPositionResolverBlock Position Argument
blockState()BlockStateBlock State Argument
component()Component (Kyori)Adventure Component Argument
doubleRange()DoubleRangeProviderDouble Range argument
entity()EntitySelectorArgumentResolverEntity Argument
entities()EntitySelectorArgumentResolverEntities Argument
entityAnchor()LookAnchorEntity Anchor Argument
finePosition(boolean centerIntegers)FinePositionResolverFine Position Argument
gameMode()GameModeGameMode Argument
heightMap()HeightMapHeightMap Argument
integerRange()IntegerRangeProviderInteger Range Argument
itemPredicate()ItemStackPredicateItem Predicate Argument
itemStack()ItemStackItemStack Argument
key()Key (Kyori)Adventure Key Argument
namedColor()NamedTextColor (Kyori)Named Color Argument
namespacedKey()NamespacedKey (Bukkit)Bukkit NamespacedKey Argument
objectiveCriteria()CriteriaObjective Criteria Argument
player()PlayerSelectorArgumentResolverPlayer Argument
players()PlayerSelectorArgumentResolverPlayers Argument
playerProfiles()PlayerProfileListResolverPlayer Profiles Argument
resource(RegistryKey)(Depends on RegistryKey)Resource Argument
resourceKey(RegistryKey)(Depends on RegistryKey)Resource Key Argument
style()Style (Kyori)Adventure Style Argument
signedMessage()SignedMessageResolverSigned Message Argument
scoreboardDisplaySlot()DisplaySlotScoreboard Display Slot Argument
time()IntegerTime Argument
templateMirror()MirrorTemplate Mirror Argument
templateRotation()StructureRotationTemplate Rotation Argument
uuid()UUIDUUID Argument
world()WorldWorld Argument

Block Position Argument

The block position argument is used for retrieving the position of a block. It works the same way as the first argument of the /setblock <position> <block> vanilla command. In order to retrieve the BlockPosition variable from the BlockPositionResolver, we have to resolve it using the command source.

Example usage

public static LiteralCommandNode<CommandSourceStack> blockPositionArgument() {
return Commands.literal("blockpositionargument")
.then(Commands.argument("arg", ArgumentTypes.blockPosition())
.executes(ctx -> {
final BlockPositionResolver blockPositionResolver = ctx.getArgument("arg", BlockPositionResolver.class);
final BlockPosition blockPosition = blockPositionResolver.resolve(ctx.getSource());

ctx.getSource().getSender().sendMessage("Put in " + blockPosition.x() + " " + blockPosition.y() + " " + blockPosition.z());
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Block State Argument

The block state argument is a very useful argument for getting use input on an exact block type and its data. It is particularly useful for commands that modify blocks in some way, which requires precise input.

Example usage

public static LiteralCommandNode<CommandSourceStack> blockStateArgument() {
return Commands.literal("blockstateargument")
.then(Commands.argument("arg", ArgumentTypes.blockState())
.executes(ctx -> {
final BlockState blockState = ctx.getArgument("arg", BlockState.class);

ctx.getSource().getSender().sendMessage("You specified a " + blockState.getType() + "!");
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Adventure Component Argument

The component argument is a very complicated command for the user, which is why it should not be used for usual user input. It follows the same format as the /tellraw <player> <msg> command for its second argument. It accepts a text component as its json representation, returning it as an Adventure component to work with.

Example usage

public static LiteralCommandNode<CommandSourceStack> componentArgument() {
return Commands.literal("componentargument")
.then(Commands.argument("arg", ArgumentTypes.component())
.executes(ctx -> {
final Component component = ctx.getArgument("arg", Component.class);

ctx.getSource().getSender().sendRichMessage(
"Your message: <input>",
Placeholder.component("input", component)
);
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Double Range argument

The double range argument is another very niche argument. With it you can define a double, or a range/amount of doubles, which can act as a predicate for numbers. This could be used for an argument which kill all enemies in a specific range or for clearing items in a range of slots. As this argument is also rather technical, it is not used very often.

Example usage

public static LiteralCommandNode<CommandSourceStack> doubleRange() {
return Commands.literal("doublerange")
.then(Commands.argument("arg", ArgumentTypes.doubleRange())
.executes(ctx -> {
final DoubleRangeProvider doubleRangeProvider = ctx.getArgument("arg", DoubleRangeProvider.class);
final CommandSender sender = ctx.getSource().getSender();

for (int i = 0; i < 5; i++) {
sender.sendRichMessage("Is <index> in bounds? <result>",
Placeholder.unparsed("index", Integer.toString(i)),
Placeholder.unparsed("result", Boolean.toString(doubleRangeProvider.range().test((double) i)))
);
}
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Entity Argument

The entity argument has some strange behavior. If the executing sender is opped, they have access to not only players as valid arguments, but also entity selectors (like @e or @r). Though if the executing sender is not opped, they do not have access to entity selectors. Due to this mechanic, it is suggested to only use this argument if you are sure that the executing sender has operator permissions. This could be achieve with a .requires(ctx -> ctx.getSender().isOp()) predicate on the command root.

This argument, after resolving its EntitySelectorArgumentResolver returns a list of exactly one, no more and no less, Entities. It is safe to call List#getFirst() to retrieve that entity.

Example usage

public static LiteralCommandNode<CommandSourceStack> entity() {
return Commands.literal("entityarg")
.requires(ctx -> ctx.getSender().isOp())
.then(Commands.argument("arg", ArgumentTypes.entity())
.executes(ctx -> {
final EntitySelectorArgumentResolver entitySelectorArgumentResolver = ctx.getArgument("arg", EntitySelectorArgumentResolver.class);
final List<Entity> entities = entitySelectorArgumentResolver.resolve(ctx.getSource());

ctx.getSource().getSender().sendRichMessage("Found a <entitytype>",
Placeholder.unparsed("entitytype", entities.getFirst().getType().name())
);
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

If the executing player is not opped:

If the executing player is opped:

Entities Argument

Similar to the single entity argument, this argument also requires the executing sender to be opped in order to view useful suggestions.

In contrast to the single entity argument, this multi entity argument accepts any amount of entities, with the minimum amount of entities being 1. They can, once again, be resolved using EntitySelectorArgumentResolver#resolve(CommandSourceStack), which returns a List<Entity>.

Example usage

public static LiteralCommandNode<CommandSourceStack> entities() {
return Commands.literal("entitiesarg")
.requires(ctx -> ctx.getSender().isOp())
.then(Commands.argument("arg", ArgumentTypes.entities())
.executes(ctx -> {
final EntitySelectorArgumentResolver entitySelectorArgumentResolver = ctx.getArgument("arg", EntitySelectorArgumentResolver.class);
final List<Entity> entities = entitySelectorArgumentResolver.resolve(ctx.getSource());

ctx.getSource().getSender().sendRichMessage("Found the following entities: <entitytypes>",
Placeholder.unparsed("entitytypes", String.join(", ", entities.stream().map(Entity::getType).map(EntityType::name).toList()))
);
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Entity Anchor Argument

The entity anchor argument has two valid inputs: feet and eyes. The resulting LookAnchor is mainly used for methods like Player#lookAt(Position, LookAnchor) or Player#lookAt(Entity, LookAnchor, LookAnchor).

Example usage

public static LiteralCommandNode<CommandSourceStack> entityAnchorArgument() {
return Commands.literal("entityanchor")
.then(Commands.argument("arg", ArgumentTypes.entityAnchor())
.executes(ctx -> {
final LookAnchor lookAnchor = ctx.getArgument("arg", LookAnchor.class);

ctx.getSource().getSender().sendRichMessage("You chose <aqua><anchor></aqua>!",
Placeholder.unparsed("anchor", lookAnchor.name())
);
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Fine Position Argument

The fine position argument works similarly to the block position argument, with the only difference being that it can accept decimal (precise) location input. The optional overload (ArgumentTypes.finePosition(boolean centerIntegers)), which defaults to false if not set, will center whole input, meaning 5 becomes 5.5, as that is the "middle" of a block. This only applies to X/Z. The y coordinate is untouched by this operation.

This argument returns a FinePositionResolver. You can resolve that by running FinePositionResolver#resolve(CommandSourceStack) to get the resulting FinePosition.

Example usage

public static LiteralCommandNode<CommandSourceStack> finePositionArgument() {
return Commands.literal("fineposition")
.then(Commands.argument("arg", ArgumentTypes.finePosition(true))
.executes(ctx -> {
final FinePositionResolver resolver = ctx.getArgument("arg", FinePositionResolver.class);
final FinePosition finePosition = resolver.resolve(ctx.getSource());

ctx.getSource().getSender().sendRichMessage("Position: <red><x></red> <green><y></green> <blue><z></blue>",
Placeholder.unparsed("x", Double.toString(finePosition.x())),
Placeholder.unparsed("y", Double.toString(finePosition.y())),
Placeholder.unparsed("z", Double.toString(finePosition.z()))
);
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

GameMode Argument

The game mode argument works the same way as the first argument of the vanilla /gamemode <gamemode> command. It accepts any of the 4 valid game modes, returning a GameMode enum to use in code.

Example usage

public static LiteralCommandNode<CommandSourceStack> gameModeArgument() {
return Commands.literal("gamemodearg")
.then(Commands.argument("arg", ArgumentTypes.gameMode())
.executes(ctx -> {
final GameMode gamemode = ctx.getArgument("arg", GameMode.class);

if (ctx.getSource().getExecutor() instanceof Player player) {
player.setGameMode(gamemode);
player.sendRichMessage("Your gamemode has been set to <red><gamemode></red>!",
Placeholder.component("gamemode", Component.translatable(gamemode.translationKey()))
);
}
else {
ctx.getSource().getSender().sendRichMessage("This command requires a player!");
}

return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

HeightMap Argument

Despite its complicated sounding name, the height map argument is, similar to the game mode argument, just another enum argument, consisting of the following, valid inputs: motion_blocking, motion_blocking_no_leaves, ocean_floor, and world_surface. It returns a HeightMap enum value, which is often used for declaring relative positioning for data packs or the /execute positioned over <height_map> command. E.g. world_surface would mean that the surface of the world.

Example usage

public static LiteralCommandNode<CommandSourceStack> heightMapArgument() {
return Commands.literal("heightmap")
.then(Commands.argument("arg", ArgumentTypes.heightMap())
.executes(ctx -> {
final HeightMap heightMap = ctx.getArgument("arg", HeightMap.class);

ctx.getSource().getSender().sendRichMessage("You selected <gold><selection></gold>",
Placeholder.unparsed("selection", heightMap.name())
);

return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Integer Range Argument

This argument works very similarly to the double range argument, with the only difference being that this argument only accepts integers.

Example usage

MinecraftArguments.java
public static LiteralCommandNode<CommandSourceStack> integerRangeArgument() {
return Commands.literal("integerrange")
.then(Commands.argument("range", ArgumentTypes.integerRange())
.then(Commands.argument("tested_integer", IntegerArgumentType.integer())
.executes(MinecraftArguments::runIntegerRangeCommand)))
.build();
}

private static int runIntegerRangeCommand(final CommandContext<CommandSourceStack> ctx) {
final IntegerRangeProvider integerRangeProvider = ctx.getArgument("range", IntegerRangeProvider.class);
final int integerToTest = ctx.getArgument("tested_integer", int.class);

if (integerRangeProvider.range().contains(integerToTest)) {
ctx.getSource().getSender().sendRichMessage("<aqua><input></aqua> <green>is</green> inside the specified range!",
Placeholder.unparsed("input", Integer.toString(integerToTest))
);
}
else {
ctx.getSource().getSender().sendRichMessage("<aqua><input></aqua> <red>is not</red> inside the specified range!",
Placeholder.unparsed("input", Integer.toString(integerToTest))
);
}

return Command.SINGLE_SUCCESS;
}

In-game preview

Item Predicate Argument

This argument allows for checking whether an item fits some predicate. It is useful for filtering out certain items based on some criteria.

Example usage

public static LiteralCommandNode<CommandSourceStack> itemPredicateArgument() {
return Commands.literal("itempredicate")
.then(Commands.argument("predicate", ArgumentTypes.itemPredicate())
.executes(ctx -> {
final ItemStackPredicate predicate = ctx.getArgument("predicate", ItemStackPredicate.class);
final ItemStack defaultWoodenSword = ItemType.WOODEN_SWORD.createItemStack();

ctx.getSource().getSender().sendRichMessage("Is default wooden sword? <result>.",
Placeholder.parsed("result", predicate.test(defaultWoodenSword) ? "<green>true" : "<red>false")
);
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

ItemStack Argument

The item stack argument is a way to retrieve an ItemStack following the same argument format as the vanilla /give <player> <item> [<amount>] command as its second argument.

Example usage

public static LiteralCommandNode<CommandSourceStack> itemStackArgument() {
return Commands.literal("itemstack")
.then(Commands.argument("stack", ArgumentTypes.itemStack())
.executes(ctx -> {
final ItemStack itemStack = ctx.getArgument("stack", ItemStack.class);

if (ctx.getSource().getExecutor() instanceof Player player) {
player.getInventory().addItem(itemStack);
ctx.getSource().getSender().sendRichMessage("<green>Successfully gave <player> a <item>",
Placeholder.component("player", player.name()),
Placeholder.component("item", Component.translatable(itemStack.translationKey()))
);
}
else {
ctx.getSource().getSender().sendRichMessage("<red>This argument requires a player!");
}

return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Adventure Key Argument

The key argument allows a user to put in any artificial (namespaced) key, ensuring its validity. This returns a net.kyori.adventure.key.Key from the adventure library, which can be used at various other places in the Bukkit/Paper API.

Example usage

public static LiteralCommandNode<CommandSourceStack> keyArgument() {
return Commands.literal("key")
.then(Commands.argument("key_input", ArgumentTypes.key())
.executes(ctx -> {
final Key key = ctx.getArgument("key_input", Key.class);

ctx.getSource().getSender().sendRichMessage("You put in <aqua><key></aqua>!",
Placeholder.unparsed("key", key.asString())
);

return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Named Color Argument

This argument provides the user with the ability to select between the 16 build-in "named" text colors. This argument returns a net.kyori.adventure.text.format.NamedtextColor that you can use for styling components.

Example usage

public static LiteralCommandNode<CommandSourceStack> namedColorArgument() {
return Commands.literal("namedcolor")
.then(Commands.argument("color", ArgumentTypes.namedColor())
.then(Commands.argument("message", StringArgumentType.greedyString())
.executes(ctx -> {
final NamedTextColor color = ctx.getArgument("color", NamedTextColor.class);
final String msg = ctx.getArgument("message", String.class);

ctx.getSource().getSender().sendMessage(
Component.text(msg).color(color)
);
return Command.SINGLE_SUCCESS;
})))
.build();
}

In-game preview

Bukkit NamespacedKey Argument

Similar to the Key argument, this argument allows the user to provide any artificial (namespaced) key. The difference is that the return value of this argument is instead org.bukkit.NamespacedKey, which makes it particularly useful when dealing with Bukkit API.

Example usage

public static LiteralCommandNode<CommandSourceStack> namespacedKeyArgument() {
return Commands.literal("namespacedkey")
.then(Commands.argument("key", ArgumentTypes.namespacedKey())
.executes(ctx -> {
final NamespacedKey key = ctx.getArgument("key", NamespacedKey.class);

ctx.getSource().getSender().sendRichMessage("You put in <aqua><key></aqua>!",
Placeholder.unparsed("key", key.toString())
);
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Objective Criteria Argument

This argument has wide usage when dealing with scoreboard objectives and scores. You can retrieve the argument value as a org.bukkit.scoreboard.Criteria object, which can be used with Scoreboard objects.

Example usage

public static LiteralCommandNode<CommandSourceStack> objectiveCriteriaArgument() {
return Commands.literal("objectivecriteria")
.then(Commands.argument("criteria", ArgumentTypes.objectiveCriteria())
.executes(ctx -> {
final Criteria criteria = ctx.getArgument("criteria", Criteria.class);

ctx.getSource().getSender().sendRichMessage("Default render type for <criteria>: <rendertype>",
Placeholder.unparsed("criteria", criteria.getName()),
Placeholder.unparsed("rendertype", criteria.getDefaultRenderType().name())
);
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Player Argument

The player argument allows you to be given some player input. Similar as with the entity argument, this argument also only provides selectors if the executing player is opped. Running ctx.getArgument return a PlayerSelectorArgumentResolver for player arguments. For the "one player" argument (this one), you can safely get the target player by running PlayerSelectorArgumentResolver.resolve(ctx.getSource()).getFirst(), which returns a Bukkit Player object.

Example usage

This command yeets the targeted player into the air!

public static LiteralCommandNode<CommandSourceStack> playerArgument() {
return Commands.literal("player")
.then(Commands.argument("target", ArgumentTypes.player())
.executes(ctx -> {
final PlayerSelectorArgumentResolver targetResolver = ctx.getArgument("target", PlayerSelectorArgumentResolver.class);
final Player target = targetResolver.resolve(ctx.getSource()).getFirst();

target.setVelocity(new Vector(0, 100, 0));
target.sendRichMessage("<rainbow>Yeeeeeeeeeet");

ctx.getSource().getSender().sendRichMessage("Yeeted <target>!",
Placeholder.component("target", target.name())
);
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Players Argument

The "multiple players" argument works similarly to the Player argument, also returning a PlayerSelectorArgumentResolver. Instead of just resolving to exactly one Player, this one can resolve to more than just one player - which you should account for in case of using this argument. PlayerSelectorArgumentResolver.resolve(ctx.getSource()) returns a List<Player>, which you can just iterate through.

Example usage

Extending the "single player" yeet command to support multiple targets

public static LiteralCommandNode<CommandSourceStack> playersArgument() {
return Commands.literal("players")
.then(Commands.argument("targets", ArgumentTypes.players())
.executes(ctx -> {
final PlayerSelectorArgumentResolver targetResolver = ctx.getArgument("targets", PlayerSelectorArgumentResolver.class);
final List<Player> targets = targetResolver.resolve(ctx.getSource());
final CommandSender sender = ctx.getSource().getSender();

for (final Player target : targets) {
target.setVelocity(new Vector(0, 100, 0));
target.sendRichMessage("<rainbow>Yeeeeeeeeeet");

sender.sendRichMessage("Yeeted <target>!",
Placeholder.component("target", target.name())
);
}
return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Player Profiles Argument

The player profiles argument is a very powerful argument which can retrieve both offline and online players. It returns the result of the argument as a PlayerProfileListResolver, which resolves to a Collection<PlayerProfile>. This collection can be iterated to get the resulting profile(s). Usually, it only returns a single PlayerProfile if retrieving a player by name, but it can return multiple if using the entity selectors (like @a on online players). Thus it always makes sense to run whatever operation you want to run on all entries in the collection instead of just the first one.

Sometimes, the API call to players, which are currently offline and have no yet logged onto the server, may fail. This is also visible in the in-game preview down below. This weird behavior also explains why the /whitelist add command fails, so now you know 🚀.

Example usage - Player lookup command

public static LiteralCommandNode<CommandSourceStack> playerProfilesArgument() {
return Commands.literal("lookup")
.then(Commands.argument("profile", ArgumentTypes.playerProfiles())
.executes(ctx -> {
final PlayerProfileListResolver profilesResolver = ctx.getArgument("profile", PlayerProfileListResolver.class);
final Collection<PlayerProfile> foundProfiles = profilesResolver.resolve(ctx.getSource());

for (final PlayerProfile profile : foundProfiles) {
ctx.getSource().getSender().sendMessage("Found " + profile.getName());
}

return Command.SINGLE_SUCCESS;
}))
.build();
}

In-game preview

Resource Argument

This argument is explained in detail on its own page: Registry Arguments (WIP).

Resource Key Argument

This argument is explained in detail on its own page: Registry Arguments (WIP).

Adventure Style Argument

note

Similar to the component argument, this argument is not really appropriate for general user input, as it also follows the json format for displaying components. Most users do not know how to use that format and thus its public usage is not advised.

The style argument returns its value in form of an net.kyori.adventure.text.format.Style object. This can be applied to any component using Component#style(Style).

Whilst the json input allows for the text field, it does not actually do anything.

Example usage

public static LiteralCommandNode<CommandSourceStack> styleArgument() {
return Commands.literal("style")
.then(Commands.argument("style", ArgumentTypes.style())
.then(Commands.argument("message", StringArgumentType.greedyString())
.executes(ctx -> {
final Style style = ctx.getArgument("style", Style.class);
final String message = ctx.getArgument("message", String.class);

ctx.getSource().getSender().sendRichMessage("Your input: <input>",
Placeholder.component("input", Component.text(message).style(style))
);
return Command.SINGLE_SUCCESS;
})))
.build();
}

In-game preview

Signed Message Argument

The signed message argument allows a player (not a console!!) to send an argument in form of a signed message to the server. This signed message is a special type - it allows the server to send that message, without the ability to directly modify it, to any player. The visible difference is that unsigned messages have a white bar at the left, whilst signed messages don't.

A signed message argument returns a SignedMessageResolver. In order to call its #resolve method, you have to pass in two parameters:

  • The argument name
  • The CommandContext<CommandSourceStack> object

You then get returned with a CompletableFuture<SignedMessage>. In order to work with the resulting SignedMessage, you can call CompletableFuture<T>#thenAccept(Consumer<T>) on that resulting completable future. Inside of that, you can send the signed message to players or work with it in other ways.

warning

The use of thread unsafe Bukkit API inside the .thenAccept method is not supported, as this is an asynchronous method, which does not run on the main thread. If you need to use Bukkit API, you can schedule a task to be run on the next available tick. You can read up on that here.

Example usage

MinecraftArguments.java
public static LiteralCommandNode<CommandSourceStack> signedMessageArgument() {
return Commands.literal("signedmessage")
.then(Commands.argument("target", ArgumentTypes.player())
.then(Commands.argument("message", ArgumentTypes.signedMessage())
.executes(MinecraftArguments::executeSignedMessageCommand)))
.build();
}

private static int executeSignedMessageCommand(final CommandContext<CommandSourceStack> ctx) throws CommandSyntaxException {
final Player target = ctx.getArgument("target", PlayerSelectorArgumentResolver.class).resolve(ctx.getSource()).getFirst();
final SignedMessageResolver messageResolver = ctx.getArgument("message", SignedMessageResolver.class);

messageResolver.resolveSignedMessage("message", ctx).thenAccept(msg -> {
target.sendMessage(msg, ChatType.CHAT.bind(ctx.getSource().getSender().name()));
});


return Command.SINGLE_SUCCESS;
}

In-game preview

Scoreboard Display Slot Argument

This argument allows you to retrieve a DisplaySlot enum value from the user.

Example usage

public static LiteralCommandNode<CommandSourceStack> scoreboardDisplaySlotArgument() {
return Commands.literal("scoreboarddisplayslot")
.then(Commands.argument("slot", ArgumentTypes.scoreboardDisplaySlot())
.executes(ctx -> {
final DisplaySlot slot = ctx.getArgument("slot", DisplaySlot.class);

ctx.getSource().getSender().sendMessage("You selected: " + slot.getId());

return Command.SINGLE_SUCCESS;
})
).build();
}

In-game preview

Time Argument

The time argument allows the user to define a time frame, similar to the vanilla /time <set|time> <time> time argument. The user has 4 possible ways of inputting time:

  • Just as a number: This resolves to as usual ticks (/timearg 1 --> 1 tick)
  • With a t suffix: This also resolves to ticks (/timearg 1t --> 1 tick)
  • With a s suffix: This resolves as irl seconds, meaning multiplying the first number by 20. (/timearg 1s --> 20 ticks)
  • With a d suffix. This resolves as in-game days, meaning multiplying the first number by 24000. (/timearg 1d --> 24000 ticks)

If you choose to use this argument, it is advised to explain to the users what these suffixes mean, as here irl time (s suffix) is mixed with in-game time (t and d suffix).

The ArgumentType.time() method has one additional overload: ArgumentType.time(float mintime). This allows to set the minimum required amount of time. By default, this value is set to 0.

Example usage

public static LiteralCommandNode<CommandSourceStack> timeArgument() {
return Commands.literal("timearg")
.then(Commands.argument("time", ArgumentTypes.time())
.executes(ctx -> {
final int timeInTicks = ctx.getArgument("time", int.class);

if (ctx.getSource().getExecutor() instanceof Player player) {
player.getWorld().setFullTime(player.getWorld().getFullTime() + timeInTicks);
player.sendRichMessage("Moved time forward by " + timeInTicks + " ticks!");
}
else {
ctx.getSource().getSender().sendMessage("This argument requires a player!");
}

return Command.SINGLE_SUCCESS;
})
).build();
}

In-game preview

Template Mirror Argument

This argument is a very simple enum argument. The user has 3 valid input possibilities: front_back, left_right, and none. You can retrieve the result of the argument as a Mirror enum value.

Example usage

public static LiteralCommandNode<CommandSourceStack> templateMirrorArgument() {
return Commands.literal("templatemirror")
.then(Commands.argument("mirror", ArgumentTypes.templateMirror())
.executes(ctx -> {
final Mirror mirror = ctx.getArgument("mirror", Mirror.class);

ctx.getSource().getSender().sendMessage("You selected: " + mirror.name());

return Command.SINGLE_SUCCESS;
})
).build();
}

In-game preview

Template Rotation Argument

This argument is also a very simple enum argument. The user has 4 valid input possibilities: 180, clockwise_90, counterclockwise_90, and none. You can retrieve the result of the argument as a StructureRotation enum value.

Example usage

public static LiteralCommandNode<CommandSourceStack> templateRotationArgument() {
return Commands.literal("templaterotation")
.then(Commands.argument("rotation", ArgumentTypes.templateRotation())
.executes(ctx -> {
final StructureRotation rotation = ctx.getArgument("rotation", StructureRotation.class);

ctx.getSource().getSender().sendMessage("You selected: " + rotation.name());

return Command.SINGLE_SUCCESS;
})
).build();
}

In-game preview

UUID Argument

The uuid argument allows the user to input a valid uuid. You can retrieve that value as a UUID object, which is used in various places, like Bukkit.getOfflinePlayer(UUID). This argument is also not very user-friendly, which is why it is suggested to only use this as a moderation or debug argument. For user input regarding offline player retrieval, the player profiles argument is preferred, as it allows by-name lookup.

Example usage - Lookup command

public static LiteralCommandNode<CommandSourceStack> uuidArgument() {
return Commands.literal("uuid-lookup")
.then(Commands.argument("uuid", ArgumentTypes.uuid())
.executes(ctx -> {
final UUID uuid = ctx.getArgument("uuid", UUID.class);
final OfflinePlayer result = Bukkit.getOfflinePlayer(uuid);

ctx.getSource().getSender().sendRichMessage("Has <aqua><uuid></aqua> played before: <result>",
Placeholder.unparsed("uuid", uuid.toString()),
Placeholder.parsed("result", result.hasPlayedBefore() ? "<green>true</green>" : "<red>false</red>")
);

return Command.SINGLE_SUCCESS;
})
).build();
}

In-game preview

World Argument

The world argument is the final argument of the predefined ones - it allows the user to select one of the currently loaded world. You can retrieve the result of that as a generic Bukkit World object.

Example usage

public static LiteralCommandNode<CommandSourceStack> worldArgument() {
return Commands.literal("teleport-to-world")
.then(Commands.argument("world", ArgumentTypes.world())
.executes(ctx -> {
final World world = ctx.getArgument("world", World.class);

if (ctx.getSource().getExecutor() instanceof Player player) {
player.teleport(world.getSpawnLocation(), PlayerTeleportEvent.TeleportCause.COMMAND);
ctx.getSource().getSender().sendRichMessage("Successfully teleported <player> to <aqua><world></aqua>",
Placeholder.component("player", player.name()),
Placeholder.unparsed("world", world.getName())
);
}
else {
ctx.getSource().getSender().sendRichMessage("<red>This command requires a player!");
}

return Command.SINGLE_SUCCESS;
})
).build();
}

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