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Minecraft:Commands/execute

From SAS Gaming Wiki
Revision as of 15:44, 9 April 2026 by SyncBot (talk | contribs) (Remove broken links to missing pages)

Template:Infobox command Template:TOC Executes another command but allows changing the executor, changing the position and angle it is executed at, adding preconditions, and storing its result.

Usage

There are fourteenTemplate:Only / elevenTemplate:Only subcommands (aka. instructions) for the /execute command. Multiple subcommands can be chained after /execute. Subcommands are divided into 4Template:Only / 3Template:Only categories: modifier subcommands, condition subcommands, store subcommandsTemplate:Only, and the run subcommand.

  • Modifier subcommands modify execution context variables to change the context the command is executed in. Subcommands following it execute 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 met, and either output the result or limit the execution of following subcommands.
  • Store subcommandsTemplate:Only can store the output values of the command in a scoreboard or the data of an entity, Minecraft:block entity, or command storage, and can also change the maximum or current value of a bossbar.
  • run subcommand is used for carrying out another command.

All needed subcommands can be concatenated together. Subcommands other than the run subcommand can be arranged arbitrarily and used multiple times. The run subcommand can be used only once, at the end of the chain. Only a run subcommand or a condition subcommand may finalize the chain; otherwise, the command is unparseable.

Subcommands and forking

The game processes the subcommand chain in order — from left to right. For example, the following commands are different:

  • All entities move one block forward: execute as @e at @s run tp ^ ^ ^1
  • All entities are teleported to one block in front of the executor: execute at @s as @e run tp ^ ^ ^1

Some subcommands can fork the command execution into multiple branches, causing subcommands following it to be executed multiple times. For example, when the Template:Cd subcommand selects multiple entities, the subcommands following it execute once per entity.

If the Template:Cd command doesn't fork, it has only one branch — the main branch.

A branch may terminate halfway if, for example, the condition in a condition subcommand isn't met, or the Template:Cd subcommand selects zero entities. When terminating, a red message is shown.Template:Only If all branches terminate, the /execute command is said to have terminated.

Forking is different between Template:El and Template:El (see also Template:Bug and Template:Bug):

  • Template:IN, the game processes subcommands in breadth-first, that is, executes subcommands one by one. So the game processes other subcommands before processing run subcommands, so the run subcommand cannot affect other subcommands.
  • Template:IN, the game processes subcommands in depth-first. That is, after forking, all the following subcommands are considered as a whole and are executed once for each branch.
  • For example, when there are two armor stands (A and B) in the world, and a player executes execute as @e[type=armor_stand] as @e[type=armor_stand] run summon armor_stand, the behaviors of Template:El and Template:El are shown in the following pictures:

Note that ... run execute ... has no overall effect in both versions. For example, the following commands are identical:

  • execute as @e[type=armor_stand] as @e[type=armor_stand] run summon armor_stand
  • execute as @e[type=armor_stand] run execute as @e[type=armor_stand] run execute run execute run summon armor_stand

Template:IN, depth-first can be achieved via Template:Cmd, for example:

  • When there are two armor stands (A and B) in the world, and a player executes execute as @e[type=armor_stand] run function test, and in the function file is:
    • execute as @e[type=armor_stand] run summon armor_stand
  • It behaves like /execute as @e[type=armor_stand] as @e[type=armor_stand] run summon armor_stand in Template:El.

Template:IN, there is no way to achieve breadth-first.

Output values

Template:Main

Stored values

Template:Exclusive Template:IN, a branch outputs a success value and a result value (see also Minecraft:Commands#Output) after it is fully executed (does not terminate halfway). These two output values:

  • Are the outputs of each execution branch, rather than the Template:Cd command itself;
  • Come from the last subcommand (may be a condition subcommand or a run subcommand).
  • Both are integers. The success value is always 0 or 1. The result value is rounded down if not an integer.
  • If in a branch the last subcommand fails, both the two values are 0 in the branch.
  • The two values can be stored through store subcommandsTemplate:Only.

Note that these two values are from the conditional subcommand at the end or from the command in the Template:Cd subcommand, and are the output values of each branch, rather than of the whole Template:Cd command.

If executing Template:Cmd command in the Template:Cd subcommand, these two output values are not available under certain conditions. See the Template:Cmd for details.

If the command execution is forked after a store subcommand, the storage operation is applied on each branch. The output value of each branch is stored after the branch is fully executed. If the store locations are the same between all branches, the output value of a later-executing branch directly overwrites the output value of the earlier-executed branch, rather than being accumulated. So, after the whole Template:Cd command is executed, the value at this storage location is the output of the last branch executed.

Success count

Like most commands, /execute command itself also has a success count (whether or not terminates halfway):

  • It is the output value of the Template:Cd command itself, rather than of each execution branch.
  • It comes from the last subcommand (may be a condition subcommand or a run subcommand).
  • The success counts of all branches are summed up.
  • It is an integer greater than or equal to 0.
  • When executing it with a command block, the success count is passed into the command block, which can be checked with a chained conditional command block or be read with a redstone comparator.

Syntax

There are fourteenTemplate:Only / elevenTemplate:Only instructions (aka. subcommands) for the /execute command, and each has its own special syntax, so describing syntax takes a large branching tree.

Full syntax tree
  • Java Edition
/execute ...
  • ... align <axes> -> execute
  • ... anchored <anchor> -> execute
  • ... as <targets> -> execute
  • ... at <targets> -> execute
  • ... facing (<pos>|entity <targets> <anchor>) -> execute
  • ... in <dimension> -> execute
  • ... on <relation> -> execute
  • ... positioned (<pos>|as <targets>|over <heightmap>) -> execute
  • ... rotated (<rot>|as <targets>) -> execute
  • ... store (result|success) ...
    • ... block <targetPos> <path> <type> <scale> -> execute
    • ... bossbar <id> (max|value) -> execute
    • ... entity <target> <path> <type> <scale> -> execute
    • ... score <targets> <objective> -> execute
    • ... storage <target> <path> <type> <scale> -> execute
  • ... summon <entity> -> execute
  • ... (if|unless) ...
    • ... biome <pos> <biome> -> [execute]
    • ... block <pos> <block> -> [execute]
    • ... blocks <start> <end> <destination> (all|masked) -> [execute]
    • ... data ...
      • ... block <sourcePos> <path> -> [execute]
      • ... entity <source> <path> -> [execute]
      • ... storage <source> <path> -> [execute]
    • ... dimension <dimension> -> [execute]
    • ... entity <entities> -> [execute]
    • ... function <function> -> execute
    • ... items ...
      • ... block <sourcePos> <slots> <item_predicate> -> [execute]
      • ... entity <source> <slots> <item_predicate> -> [execute]
    • ... loaded <pos> -> [execute]
    • ... predicate <predicate> -> [execute]
    • ... score <target> <targetObjective> ...
      • ... (<|<=|=|>|>=) <source> <sourceObjective> -> [execute]
      • ... matches <range> -> [execute]
  • ... run <command>
where -> execute represents the start of another subcommand that is required; -> [execute] represents the start of another subcommand that is optional.
  • Bedrock Edition
/execute ...
  • ... align <axes: string> <chainedCommand: ExecuteChainedOption_0>
  • ... anchored <eyes|feet> <chainedCommand: ExecuteChainedOption_0>
  • ... as <origin: target> <chainedCommand: ExecuteChainedOption_0>
  • ... at <origin: target> <chainedCommand: ExecuteChainedOption_0>
  • ... facing ...
    • ... <position: x y z> <chainedCommand: ExecuteChainedOption_0>
    • ... entity <origin: target> <eyes|feet> <chainedCommand: ExecuteChainedOption_0>
  • ... in <dimension: Dimension> <chainedCommand: ExecuteChainedOption_0>
  • ... positioned ...
    • ... <position: x y z> <chainedCommand: ExecuteChainedOption_0>
    • ... as <origin: target> <chainedCommand: ExecuteChainedOption_0>
  • ... rotated ...
    • ... <yaw: value> <pitch: value> <chainedCommand: ExecuteChainedOption_0>
    • ... as <origin: target> <chainedCommand: ExecuteChainedOption_0>
  • ... <subcommand: Option_If_Unless> ...
    • ... block <position: x y z> <block: Block> ...
      • ... <blockStates: block states> [chainedCommand: ExecuteChainedOption_0]
      • ... [chainedCommand: ExecuteChainedOption_0]
    • ... blocks <begin: x y z> <end: x y z> <destination: x y z> <scan mode: BlocksScanMode> [chainedCommand: ExecuteChainedOption_0]
    • ... entity <target: target> [chainedCommand: ExecuteChainedOption_0]
    • ... score <target: target> <objective: string> ...
      • ... <operation: compare operator> <source: target> <objective: string> [chainedCommand: ExecuteChainedOption_0]
      • ... matches <range: integer range> [chainedCommand: ExecuteChainedOption_0]
  • ... run <command: command>
where chainedCommand: ExecuteChainedOption_0 represents the start of another subcommand.

Modifier subcommands

align

Updates the execution position, aligning to its current block position (integer coordinates). Applies only along specified axes.
Effectively Template:Wikipedia the coordinates (i.e., Template:Wikipedia the coordinates down)
Syntax
Template:El:
align <axes> -> execute
Template:El:
align <axes: string> <chainedCommand: ExecuteChainedOption_0>
Arguments
Template:Argument
Template:Arg desc
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 (-1.8, 2.3, 5.9), execute align xz changes the position to (-2, 2.3, 5).
Given (2.4, -1.1, 3.8), execute align yxz run spawnpoint @p ~ ~ ~ sets the player's spawnpoint to (2, -2, 3).

anchored

Sets the execution anchor to the eyes or feet. Defaults to feet.
Running positioned <pos> -> execute resets to feet.
Effectively recenters local coordinates on either the eyes or feet, also changing the angle of the facing subcommand (of Template:Cmd and Template:Cmd) works off of.
See also Template:Bug and Template:Bug for issues about Template:El.
Syntax
Template:El:
anchored <anchor> -> execute
Template:El:
anchored <eyes|feet> <chainedCommand: ExecuteChainedOption_0>
Arguments
Template:Argument
Whether to anchor the executed command to eyes or feet.
Must be either 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 Template:Command is to move a target by placing its feet at the given position.
execute anchored eyes run tp ^ ^ ^ effectively teleports the executor's feet to where its eyes are.
execute anchored eyes run tp ^5 ^ ^ means "place the executor's feet 5 blocks left of where its eyes are"

as

Sets the executor to target entity, without changing execution position, rotation, dimension, and anchor.
Syntax
Template:El:
as <targets> -> execute
Template:El:
as <origin: target> <chainedCommand: ExecuteChainedOption_0>
Arguments
Template:Argument
Target entity/entities to become the new executor.
Template:Arg desc
Result
Executor is updated to target entity (which changes the meaning of @s).
Unparseable if the argument is not specified correctly.
Forks if <targets> or origin: target selects multiple entities.
Terminates current branch if <targets> or origin: target fails to resolve to one or more entities (named players must be online).
Example
Kill all sheep: execute as @e[type=sheep] run kill @s
Make all villagers in loaded chunks invincible: execute as @e[type=villager] run data merge entity @s {Invulnerable:1}Template:Only

at

Sets the execution position, rotation, and dimension to match those of an entity; does not change executor.
Syntax
Template:El:
at <targets> -> execute
Template:El:
at <origin: target> <chainedCommand: ExecuteChainedOption_0>
Arguments
Template:Argument
Target entity/entities to match position, rotation, and dimension with.
Template:Arg desc
Result
Execution position, rotation, and dimension are updated to match target entity.
Unparseable if the argument is not specified correctly.
Forks if <targets> or origin: target selects multiple entities.
Terminates current branch if <targets> or origin: target fails to resolve to one or more entities (named players must be online).
Example
Move all sheep upward 1 block: execute as @e[type=sheep] at @s run tp ~ ~1 ~
Kill the player running the command, because "at" does not change the executor: execute at @e[type=sheep] run kill @s

facing

Sets the execution rotation to face a given point, as viewed from its anchor (either the eyes or the feet).
Syntax
Template:El:
facing <pos> -> execute
facing entity <targets> <anchor> -> execute
Template:El:
facing <position: x y z> <chainedCommand: ExecuteChainedOption_0>
facing entity <origin: target> <eyes|feet> <chainedCommand: ExecuteChainedOption_0>
Arguments
Options: facing <pos> and facing <position: x y z>
Template:Argument
Coordinates to rotate toward.
Template:Arg desc
Options: facing entity <targets> <anchor> and facing entity <origin: target> <eyes|feet>
Template:Argument
The target(s) to rotate toward.
Template:Arg desc
Template:Argument
Whether to face the target's eyes or feet
Must be either eyes or feet.
Result
Execution rotation is updated to face given position or targets.
Unparseable if the argument is not specified correctly.
Forks if <targets> or origin: target selects multiple entities.
Terminates current branch if <targets> or origin: target fails to resolve to one or more entities (named players must be online).
Example
Executor rotates once to the left: execute facing ^1 ^ ^ run tp @s ~ ~ ~ ~ ~
All entities move one block in the direction of (0, 64, 0) (without changing their rotation): execute as @e at @s facing 0 64 0 run tp @s ^ ^ ^1
All entities move one block in the direction of (0, 64, 0) (with changing their rotation): execute as @e at @s facing 0 64 0 run tp ^ ^ ^1 ~ ~
All non player entities move one space in the direction of their nearest player (without changing their rotation): execute as @e[type=!player] at @s facing entity @p feet run tp @s ^ ^ ^1

in

Sets the execution dimension and execution 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
Template:El:
in <dimension> -> execute
Template:El:
in <dimension: Dimension> <chainedCommand: ExecuteChainedOption_0>
Arguments
Template:Argument
ID of the new execution dimension.
Template:Arg desc
Result
Execution dimension and position is updated.
Unparseable if the argument is not specified correctly.
Example
Looking for an end city (from the overworld):
  • execute in minecraft:the_end run locate structure minecraft:end_cityTemplate:Only
  • execute in the_end run locate structure end_cityTemplate:Only
If a player at position Template:Cd in Overworld runs the following command, the player is teleported to Template:Cd in the Nether:
  • execute in minecraft:the_nether positioned as @s run tp ~ ~ ~Template:Only
  • execute in nether positioned as @s run tp ~ ~ ~Template:Only
If a player at position Template:Cd in Overworld runs the following command, the player is teleported to Template:Cd in the Nether.
If a player at position Template:Cd in Overworld runs the following command, the player is teleported to Template:Cd in the Nether.

on

Template:Exclusive

Updates the executor to entities selected based on relation to the current executor entity. without changing execution position, rotation, dimension, and anchor.
Syntax
Template:El:
on <relation> -> execute
Arguments
Template:El: Template:Argument
A relation to the current executor entity.
  • attacker: the last entity that damaged the current executor entity in the previous 5 seconds. Note that damage types in minecraft:no_anger tag bypass the record of attacker. Interaction entities do not forget attacker after 5 seconds. Some mobs forget the attacker when ceasing their aggression.
  • controller: the entity that is riding and controlling the current executor entity. See Riding for details.
  • leasher: the entity leading the current executor entity with a leash.
  • origin: the entity that cause the summon of the current executor entity. For example, the shooter of an arrow, the primer of a primed TNT entity.
  • owner: the owner of the current executor entity if it is a tameable animal.
  • passengers: all entities that are directly riding the current executor entity, no sub-passengers.
  • target: the target that the current executor entity intends on attacking. Interaction entities can select the last entity that interacted with them.
  • vehicle: the entity ridden by the current executor entity.
Result
Executor is updated based on the relation with the executor entity (which changes the meaning of @s).
Forks if passengers selects multiple entities. (Other relations can select only at most one entities.)
Terminates current branch if the current executor is not an entity.
Terminates current branch if the relation is not applicable to the current executor entity or there are no entities matching it.
Example
Damage 1 heart the entity that is leashing a cat: execute as @e[type=cat] on leasher run damage @s 2 generic
Give all players riding a boat a fishing rod: execute as @e[type=boat] on passengers run give @s fishing_rod

positioned

Sets the execution position, without changing execution rotation or dimension; can match an entity's position, or at one block above the Y-level stored in the specified heightmapTemplate:Only.
Syntax
Template:El:
positioned <pos> -> execute
positioned as <targets> -> execute
positioned over <heightmap> -> execute
Template:El:
positioned <position: x y z> <chainedCommand: ExecuteChainedOption_0>
positioned as <origin: target> <chainedCommand: ExecuteChainedOption_0>
Arguments
Option: positioned <pos> or positioned <position: x y z>
Template:Argument
New position.
Template:Arg desc
Option: positioned as <targets> or positioned as <origin: target>
Template:Argument
Target entity/entities to match position with.
Template:Arg desc
Option: positioned over <heightmap>
Template:El: Template:Argument
Specifies the heightmap.
Must be one of world_surface, motion_blocking, motion_blocking_no_leaves, and ocean_floor.
Result
Execution position is updated. And positioned <pos> also resets execution anchor to feet.
Unparseable if the argument is not specified correctly.
Forks if <targets> or origin: target selects multiple entities.
Terminates current branch if <targets> or origin: target fails to resolve to one or more entities (named players must be online), or over <heightmap> is specified when current execution position is not loaded.
Example
Look for a village near (0, 64, 0):
  • execute positioned 0 64 0 run locate structure #villageTemplate:Only
  • execute positioned 0 64 0 run locate structure villageTemplate:Only

rotated

Sets the execution rotation; can match an entity's rotation.
Syntax
Template:El:
rotated <rot> -> execute
rotated as <targets> -> execute
Template:El:
rotated <yaw: value> <pitch: value> <chainedCommand: ExecuteChainedOption_0>
rotated as <origin: target> <chainedCommand: ExecuteChainedOption_0>
Arguments
Option: rotated <rot> or rotated <yaw: value> <pitch: value>
Template:El: Template:Argument (<yaw> <pitch>)
Template:El: Template:Argument and Template:Argument
Angles of rotation.
Template:Arg desc
Option: rotated as <targets> or rotated as <origin: target>
Template:Argument
Target entity/entities to match rotation with.
Template:Arg desc
Result
Execution rotation is updated.
Unparseable if the argument is not specified correctly.
Forks if <targets> or origin: target selects multiple entities.
Terminates current branch if <targets> or origin: target fails to resolve to one or more valid entities (named players must be online).
Example
Move every sheep 1 block in the direction that the player closest to it is facing:
  • execute as @e[type=sheep] at @s rotated as @p run tp @s ^ ^ ^1
  • execute as @e[type=sheep] positioned as @s rotated as @p run tp @s ^ ^ ^1

summon

Template:Exclusive

Summons a new entity at execution position and changes the executor to this summoned entity.
Syntax
Template:El:
summon <entity> -> execute
Arguments
Template:El: Template:Argument
The entity to be summoned and become the new executor.
Template:Arg desc
Result
Summons the entity and changes the executor.
Unparseable if the argument is not specified correctly.
Terminates current branch if execution position's <x> or <z> exceeds the range of [-30000000, 30000000), or <y> exceeds the range of [-20000000, 20000000).
Terminates the whole Template:Cmd command if the specified entity is minecraft:player or minecraft:fishing_bobber.
Example
Summon a sheep with the tag "Test": execute summon sheep run tag @s add Test
Summon a block display entiy and scale it: execute summon block_display run data merge entity @s {transformation:{scale:[4.0,4.0,4.0]},block_state:{Name:"minecraft:dirt"}}

Template:AnchorTemplate:Anchor

Condition subcommands

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

Result of condition subcommands
Unparseable if the arguments are not specified correctly.
In some cases, for example, testing a block outside the world, both if and unless terminates or fails.
When not at the end of the subcommands chain, only if the condition tests pass does the branch continue; otherwise it terminates.
Template:IN, if it is executed in multiple branches, it acts as a context filter (only branches with contexts that match the condition continue).
When at the end of the subcommands chain, it checks whether the condition is met and then outputs. Template:IN, it has output values that can be stored by store subcommands.

There are elevenTemplate:Only / fourTemplate:Only different types of conditions:

  1. (if|unless) biome – Tests the biome in a positionTemplate:Only
  2. (if|unless) block – Tests a single block
  3. (if|unless) blocks – Tests blocks in a 3D rectangular volume against another
  4. (if|unless) data – Tests for the data held by a block entity, an entity, or a storageTemplate:Only
  5. (if|unless) dimension - Tests the dimension of the executionTemplate:Only
  6. (if|unless) entity – Tests whether an entity like the one given is real
  7. (if|unless) function – Runs a function or function tag and tests its return valueTemplate:Only
  8. (if|unless) items – Tests an inventory slot for a given itemTemplate:Only
  9. (if|unless) loaded – Tests if a given position is loaded in the worldTemplate:Only
  10. (if|unless) predicate – Tests a predicateTemplate:Only
  11. (if|unless) score - Tests a target's score

Template:Anchor

(if|unless) biome

Template:Exclusive

Checks for a specific biome in a given position.
Syntax
(if|unless) biome <pos> <biome> -> [execute]
Arguments
Template:Argument
Position to test.
Template:Arg desc
Template:Argument
Biome(s) to test for.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.
In following conditions, terminates current branch when this subcommand is not at the end of the subcommand chain; fails when at the end:
  • If <pos> is unloaded or out of the world.
  • If test doesn't pass.
When at the end of the subcommand chain, if the command is successful, both success value and result value are 1.

Template:Anchor

(if|unless) block

Compares the block at a given position to a given block ID or a block tagTemplate:Only
Syntax
Template:El:
(if|unless) block <pos> <block> -> [execute]
Template:El:
<subcommand: Option_If_Unless> block <position: x y z> <block: Block> [chainedCommand: ExecuteChainedOption_0]
<subcommand: Option_If_Unless> block <position: x y z> <block: Block> <blockStates: block states> [chainedCommand: ExecuteChainedOption_0]
Arguments
Template:Argument
Position of a target block to test.
Template:Arg desc
Template:Argument
Specifies the block to test for.
Template:Arg desc
Template:El: Template:Argument
Specifies the block state for the specified block to test for.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.
In following conditions, terminates current branch when this subcommand is not at the end of the subcommand chain; fails when at the end:
  • If <pos> or position: x y z is unloaded or out of the world.
  • If test doesn't pass.
Template:IN, when at the end of the subcommand chain, if the command is successful, both success value and result value are 1.

Template:Anchor

(if|unless) blocks

Compares the blocks in two equally sized volumes.
Syntax
Template:El:
(if|unless) blocks <start> <end> <destination> (all|masked) -> [execute]
Template:El:
<subcommand: Option_If_Unless> blocks <begin: x y z> <end: x y z> <destination: x y z> <scan mode: BlocksScanMode> [chainedCommand: ExecuteChainedOption_0]
Arguments
Template:Argument
Template:Argument
Positions of any two diagonal corners of the source volume (the volume to compare).
Template:Arg desc
Template:Argument
Position of the lower northwest corner of the destination volume (the volume to compare to).
Assumed to be of the same size as the source volume
Template:Arg desc
Template:El: Template:Code
Template:El: Template:Argument
Specifies whether all blocks in the source volume should be compared, or if air blocks should be masked/ignored.
Must be either all or masked.
Result
Unparseable if the argument is not specified correctly.
In following conditions, terminates current branch when this subcommand is not at end of the subcommand chain; fails when at the end:
  • If <start> / begin: x y z, <end> / end: x y z, or <destination> / destination: x y z 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.
Template:IN, when at the end of the subcommand chain, if the command is successful:
The success value is 1.
For if mode, result value is the number of matching blocks (the total number of blocks in all mode, or the number of source region non-air blocks in masked mode).
For unless mode, result value is 1.

Template:Anchor

(if|unless) data

Template:Exclusive

Checks whether the targeted block, entity or storage has any data tag for a given path.
Syntax
(if|unless) data block <pos> <path> -> [execute] – for data checking a block
(if|unless) data entity <target> <path> -> [execute] – for data checking an entity
(if|unless) data storage <source> <path> -> [execute] – for data checking a storage
Arguments
Option: (if|unless) data block <pos> <path>
Template:Argument
Position of the block for data testing.
Template:Arg desc
Template:Argument
Data path to check whether the block has.
Template:Arg desc
Option: (if|unless) data entity <target> <path>
Template:Argument
A single entity for data testing.
Template:Arg desc
Template:Argument
Data path to check whether the entity has.
Template:Arg desc
Option: (if|unless) data storage <source> <path>
Template:Argument
The resource location of the storage for data testing.
Template:Arg desc
Template:Argument
Data path to check whether the storage has.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.
In following conditions, terminates current branch when this subcommand is not at the end of the subcommand chain; fails when at the end:
  • If <pos> is unloaded or out of the world.
  • If block at <pos> isn't a block entity.
  • If <target> fails to resolve to one or more valid entities (named players must be online).
  • If test doesn't pass.
When at the end of the subcommand chain, if the command is successful:
The success value is 1.
For if mode, result value is the number of matching data tags.
For unless mode, result value is 1.

Template:Anchor

(if|unless) dimension

Template:Exclusive

Checks if the execution is in a matching dimension.
Syntax
(if|unless) dimension <dimension> -> [execute]
Arguments
Template:Argument
Dimension to test for.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.
In following conditions, terminates current branch when this subcommand is not at the end of the subcommand chain; fails when at the end:
  • If test doesn't pass.
When at the end of the subcommand chain, if the command is successful, both success value and result value are 1.

Template:Anchor

(if|unless) entity

Checks whether one or more entities exist.
Syntax
Template:El:
(if|unless) entity <entities> -> [execute]
Template:El:
<subcommand: Option_If_Unless> entity <target: target> [chainedCommand: ExecuteChainedOption_0]
Arguments
Template:Argument
The target entity/ies to test for.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.
In following conditions, terminates current branch when this subcommand is not at the end of the subcommand chain; fails when at the end:
  • If test doesn't pass.
Template:IN, when at the end of the subcommand chain, if the command is successful:
The success value is 1.
For if mode, result value is the number of matching entities.
For unless mode, result value is 1.

Template:Anchor

(if|unless) function

Template:Exclusive

Checks if function(s) are non-void and the return value is non-zero. Terminates current branch unless the function's return value is non-zero. Doesn't change any execution context.
Unlike other conditional subcommands, this subcommand can modify the world depending on the function(s) that are tested. It also cannot be placed at the end of the subcommand chain.<ref>Template:Bug</ref>
Syntax
(if|unless) function <function> -> execute
Arguments
Template:Argument
Function to test for.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.
If the given function or function tag does not exist, or a function tag is given but there's no function in it, terminates the whole /execute command.
When only one function is given, if it is not macro function; and it is not void; and its return value is not 0:
  • if does nothing and unless terminates current branch.
When multiple functions are given, each function is checked and called one by one in the defined order in the tag file:
  • If the function is a macro function: Ends this subcommand execution, and if terminates current branch and unless does nothing.
  • If a function is void: Checks and calls the next function. If there's no next function, if terminates current branch and unless does nothing.
  • If a function returns a failure, or returns a success but its return value is 0: Ends this subcommand execution, and if terminates current branch and unless does nothing.
  • If a function returns a success and its return value is not 0: Ends this subcommand execution, and if does nothing and unless terminates current branch.

Template:Anchor

(if|unless) items

Template:Exclusive

Checks for a matching item in the provided inventory Minecraft:slots.
Syntax
(if|unless) items block <sourcePos> <slots> <item_predicate>
(if|unless) items entity <source> <slots> <item_predicate>
Arguments
Template:Argument
Location of a block entity to test.
Template:Arg desc
Template:Argument
Entity to test.
Template:Arg desc
Template:Argument
Slots to test. A string that consists of a "slot type" and an optional "slot number", in the format of <slot_type>, <slot_type>.<slot_number> or <slot_type>.*. See Minecraft:Slot for details.
Template:Argument
Item or item tag to test for.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.
In following conditions, terminates current branch when this subcommand is not at the end of the subcommand chain; fails when at the end:
  • If <source_pos> is unloaded or out of the world.
  • If block at <source_pos> isn't a block entity.
  • If <source> fails to resolve to one or more valid entities (named players must be online).
  • If test doesn't pass.
When at the end of the subcommand chain, if the command is successful:
The success value is 1.
For if mode, result value is the number of matching items.
For unless mode, result value is 1.

Template:Anchor

(if|unless) loaded

Template:Exclusive

Checks if chunks at a given position is fully loaded (Entity Ticking).
Syntax
(if|unless) loaded <pos> -> [execute]
Arguments
Template:Argument
Position to test
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.
In following conditions, terminates current branch when this subcommand is not at the end of the subcommand chain; fails when at the end:
  • If <pos> is out of the world.
  • If test doesn't pass.
When at the end of the subcommand chain, if the command is successful, both success value and result value are 1.

Template:Anchor

(if|unless) predicate

Template:Exclusive

Checks whether the predicate successes. See Predicate for more information.
Syntax
(if|unless) predicate <predicate> -> [execute]
Arguments
Template:Argument or inline definition
The predicate to be checked whether it evaluates to a positive result.
Must either be a resource location or an inline definition, following the same structure as predicates encoded in the SNBT format.
The command is resolved during command execution into unregistered content, or sent to the client to resolve into a client-side content.
Result
Unparseable if the argument is not specified correctly.
In following conditions, terminates current branch when this subcommand is not at the end of the subcommand chain; fails when at the end:
  • If the predicate doesn't exist.
  • If test doesn't pass.
When at the end of the subcommand chain, if the command is successful, both success value and result value are 1.

Template:Anchor

(if|unless) score

Check whether a score has the specific relation to another score, or whether it is in a given range.
Syntax
Template:El:
(if|unless) score <target> <targetObjective> (<|<=|=|>=|>) <source> <sourceObjective> -> [execute] – for comparing two scores
(if|unless) score <target> <targetObjective> matches <range> -> [execute] – for comparing one score against a range
Template:El:
<subcommand: Option_If_Unless> score <target: target> <objective: string> <operation: compare operator> <source: target> <objective: string> [chainedCommand: ExecuteChainedOption_0] - for comparing two scores
<subcommand: Option_If_Unless> score <target: target> <objective: string> matches <range: integer range> [chainedCommand: ExecuteChainedOption_0] - for comparing one score against a range
Arguments
Template:Argument
A single score holder.
Template:IN, Template:Arg desc
Template:IN, Template:Arg desc It can also be quoted unique id to specified non-player entities in the objective.
Template:Argument
The scoreboard objective to check under. The score of <target> or <target: target> in this objective is checked.
Template:Arg desc
Option: (if|unless) score ... (<|<=|=|>=|>) ... or <subcommand: Option_If_Unless> score ... <operation: compare operator> ...
Template:El: (<|<=|=|>=|>)
Template:El: Template:Argument
Specifies a compare operator.
Must be one of <, <=, =, >=, and >.
Template:Argument
A single score holder to compare against.
Template:IN, Template:Arg desc
Template:IN, Template:Arg desc It can also be quoted unique id to specified non-player entities in the objective.
Template:Argument
A scoreboard objective. The score of <source> or <source: target> in this objective is checked.
Template:Arg desc
Option: (if|unless) score ... matches ... or <subcommand: Option_If_Unless> score ... matches ...
Template:Argument
Range to compare score against.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.
In following conditions, terminates current branch when this subcommand is not at the end of the subcommand chain; fails when at the end:
  • Template:IN, if <target> / target: target or <source> / source: target is *.
  • If test doesn't pass.
Template:IN, when at the end of the subcommand chain, if the command is successful, both success value and result value are 1.

Example

Kill all players standing on a wool:
  • execute as @a at @s if block ~ ~-1 ~ #wool run kill @sTemplate:Only
  • execute as @a at @s if block ~ ~-1 ~ wool run kill @sTemplate:Only
Check whether scores A and B are equal: execute if score @s A = @s B

Template:Anchor

Store subcommand

Template:Exclusive Stores the final subcommand's result or success value somewhere. It is first processed along with other subcommands in the subcommand chain, recording the location to store in. After the last subcommand (may be a condition subcommand or a run subcommand) is executed, output values are stored in the recorded location. Note that the output values of commands are always an integer. If not, they are rounded down.

There are five different modes of storage:

  1. store (result|success) block – Stores output value under one of a block's NBTs
  2. store (result|success) bossbar – Stores output value as a bossbar data
  3. store (result|success) entity – Stores output value under one of an entity's NBTs
  4. store (result|success) score – Stores output value under a target's score on an objective
  5. store (result|success) storage – Stores output value under one of a storage's NBTs

Template:Anchor

store (result|success) block

Saves the final command's output value as tag data within a block entity. Store as a byte, short, int, long, float, or double. If the output value is a decimal, it is rounded first and then multiplied by <scale>.
Syntax
store (result|success) block <targetPos> <path> <type> <scale> -> execute
Arguments
Template:Argument
Position of target block.
Template:Arg desc
Template:Argument
Location of the desired tag to hold the value in.
Template:Code
Desired data size/type.
Must be one of byte, short, int, long, float, and double.
Template:Argument
Multiplier to apply before storing value, may be negative.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.

Template:Anchor

store (result|success) bossbar

Saves the final command's output value in either a bossbar's current value or its maximum value
Syntax
store (result|success) bossbar <id> (value|max) -> execute
Arguments
Template:Argument
ID of the bossbar to target for saving.
Template:Arg desc
Template:Code
Whether to overwrite the bossbar's current value or its max value
Result
Unparseable if the argument is not specified correctly.

Template:Anchor

store (result|success) entity

Save the final command's output value in one of an entity's data tags. Store as a byte, short, int, long, float, or double. If the output value is a decimal, it is rounded first and then multiplied by <scale>. Like the Template:Cmd command, "/execute store" cannot modify player NBT.
Syntax
store (result|success) entity <target> <path> <type> <scale> -> execute
Arguments
Template:Argument
A single entity to store under.
Template:Arg desc
Template:Argument
Location of the desired tag to hold the value in.
Template:Code
Desired data size/type
Must be one of byte, short, int, long, float, and double.
Template:Argument
Multiplier to apply before storing value, may be negative.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.

Template:Anchor

store (result|success) score

Overrides the score held by <targets> on the given <objective> with the final command's output value.
Syntax
store (result|success) score <targets> <objective> -> execute
Arguments
Template:Argument
Specifies score holder(s) whose score is to be overridden.
Template:Arg desc
Template:Argument
A scoreboard objective.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.

Template:Anchor

store (result|success) storage

Uses the Template:Cd within storage Template:Cd to store the output value in. Store as a byte, short, int, long, float, or double. If the output value is a decimal, it is rounded first and then multiplied by Template:Cd. If the storage does not yet exist, it gets created.
Syntax
store (result|success) storage <target> <path> <type> <scale> -> execute
Arguments
Template:Argument
Target storage container, as a resource location.
Template:Arg desc
Template:Argument
Location of the desired tag to hold the value in.
Template:Arg desc
Template:Code
Desired data size/type.
Must be one of byte, short, int, long, float, and double.
Template:Argument
Multiplier to apply before storing value, may be negative.
Template:Arg desc
Result
Unparseable if the argument is not specified correctly.

Template:Anchor

Run subcommand

The Template:Cd command's single argument is the command to be executed, the context variables of which may be modified by the subcommands used.

Syntax
Template:El:
run --><command>
Template:El:
run <command: command>
Arguments
Template:Argument
Can be any command
TechnicalTemplate:Only
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 <command> or command: command is failure.

More examples

  • Teleport all players who have an item enchanted with Efficiency in their first hotbar slot to coordinates (0, 64, 0):
    /execute as @a if data entity @s Inventory[{Slot:0b}].tag.Enchantments[{id:"minecraft:efficiency"}] run tp @s 0 64 0Template:Only
  • Create a smoke particle three blocks in front of all players:
    /execute as @a at @s anchored eyes run particle smoke ^ ^ ^3Template:Only
  • Place a saddle on Minecraft:pigs located within 5 blocks of the executing player, and remove saddles from pigs located over 5 blocks away from the executing player:
    /execute as @e[type=pig] at @s store success entity @s Saddle byte 1 if entity @p[distance=..5]Template:Only
  • Make a player say "My feet are soaked!" in chat if they are located in a block of Minecraft:water:
    /execute as @a at @s if block ~ ~ ~ water run say "My feet are soaked!"
  • Make a player say "Score is reset" in chat if the score test is not set, eg by doing "scoreboard players reset @s test":
    /execute as @a unless score @s test = @s test run say "Score is reset"
  • Hurl all skeletons skyward who are within 3 blocks of the nearest player:
    /execute at @p as @e[type=skeleton,distance=..3] run data merge entity @s {Motion:[0.0,2.0,0.0]}Template:Only
  • Kill all Minecraft:zombies who have no headgear:
    /execute as @e[type=zombie] unless data entity @s ArmorItems[3].id run kill @sTemplate:Only
  • Set every player's nearbyRedSheep scoreboard objective equal to the amount of red sheep within twenty blocks:
    /execute as @a at @s store result score @s nearbyRedSheep if entity @e[type=sheep,nbt={Color:14},distance=..20]

History

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

References

<references/>

External links

Navigation

Template:Navbox commands

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