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5. Spell Actions JSON Formats
AI Actions
Attribute Actions
Control Flow Actions
Delayed Spell Actions
Effect Actions
FX Actions (WIP)
Item Actions (WIP)
Level (World) Actions (WIP)
Mana Actions (WIP)
Target Actions
Variable Actions (WIP)
Variable / Mapped Unary Functions Actions (WIP)
Variable / Mapped Binary Functions Actions (WIP)
Variable / Mapped Ternary Functions Actions (WIP)
Make a mob forget their current target they are attacking or following.
JSON Format:
Elements:
-
ts/mobs: All living entity targets (must be mobs) that should forget their current attack target.
Get the current target a mob is attacking or following.
JSON Format:
{
"type": "spells_and_shields:get_mob_target",
"activation": String,
"t/source": String,
"td/target": String,
"var/has_target": String
}Elements:
-
t/source: The living entity target (mob) to get the target from. -
td/target: The target group to put the mob's target into (if such a target exists). -
var/has_target: The boolean variable to storetruein if such a target exists, orfalseif it does not exist.
Set the attack target of mobs to a specific living entity.
JSON Format:
{
"type": "spells_and_shields:set_mob_target",
"activation": String,
"t/target": String,
"ts/mobs": String
}Elements:
-
t/target: The living entity target all mobs should attack. -
ts/mobs: All living entity targets (mobs) that should attack the set target.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:check_tag",
"activation": String,
"string/registry_id": String,
"d/string/tag": String,
"d/string/entry_id": String
}Elements:
-
string/registry_id: ABCDE. -
d/string/tag: ABCDE. -
d/string/entry_id: ABCDE.
Get the value of an attribute of a living entity. See https://minecraft.fandom.com/wiki/Attribute
JSON Format:
{
"type": "spells_and_shields:get_attribute_value",
"activation": String,
"t/target": String,
"d/string/attribute": String,
"var/amount": String,
"var/default_amount": String
}Elements:
-
t/target: The living entity target to get the attribute value from. -
d/string/attribute: The ID of the attribute to get the value from. -
var/amount: The variable to store the current value in. -
var/default_amount: The variable to store the default value in (attribute modifiers are ignored).
Get the extra tag of an entity. The extra tag is a way to permanently store information.
JSON Format:
{
"type": "spells_and_shields:get_entity_extra_tag",
"activation": String,
"t/source": String,
"var/compound_tag": String
}Elements:
-
t/source: The entity to get the extra tag from. -
var/compound_tag: The variable to store the extra tag in.
Get the eye position of an entity. The actual position of eg. the player is at the bottom of the feet while the eye position is usually at the center of the head (higher).
JSON Format:
{
"type": "spells_and_shields:get_entity_eye_position",
"activation": String,
"t/source": String,
"td/eye_position": String
}Elements:
-
t/source: The entity target to get the eye position from. -
td/eye_position: The target group to store the eye position in (stored as position).
Get the position, look direction, and motion (per tick) of an entity.
JSON Format:
{
"type": "spells_and_shields:get_entity_position_direction",
"activation": String,
"t/source": String,
"td/position": String,
"var/direction": String,
"var/motion": String
}Elements:
-
t/source: The entity to get these attributes from. -
td/position: The target group to store the position in (position target). -
var/direction: The variable to store the look vector in. -
var/motion: The variable to store the motion in.
Save the entity to an NBT Compound Tag to get information otherwise not accessible via spell actions.
JSON Format:
{
"type": "spells_and_shields:get_entity_tag",
"activation": String,
"t/source": String,
"var/compound_tag": String
}Elements:
-
t/source: The entity to get information from. -
var/compound_tag: The variable to store the NBT Compound Tag in the entity has been saved to.
Get the ID of an entity and whether or not it is a player and/or a living entity.
JSON Format:
{
"type": "spells_and_shields:get_entity_type",
"activation": String,
"t/source": String,
"var/entity_type": String,
"var/is_living": String,
"var/is_player": String
}Elements:
-
t/source: The entity to get information from. -
var/entity_type: The variable to store the ID of the entity in. -
var/is_living: The variable to storetruein if the entity is a living entity (it has health),falseif it is not a living entity (eg. a painting). -
var/is_player: The variable to storetruein if the entity is a player,falseotherwise.
Get the UUID of an entity.
JSON Format:
{
"type": "spells_and_shields:get_entity_uuid",
"activation": String,
"t/source": String,
"var/uuid": String
}Elements:
-
t/source: The entity to get the UUID from. -
var/uuid: The variable to store the UUID in (as a String).
Get whether or not the player is in creative mode.
JSON Format:
{
"type": "spells_and_shields:get_is_creative",
"activation": String,
"t/source": String,
"var/is_creative": String
}Elements:
-
t/source: The player target. -
var/is_creative: The variable to store the result in,trueif the player is in creative mode,falseotherwise.
Get (copy) the position of a target. If said target is moved the new target will not change and will still point to the original position.
JSON Format:
{
"type": "spells_and_shields:get_position",
"activation": String,
"t/source": String,
"var/position": String
}Elements:
-
t/source: The target to get the position from. -
var/position: The target group to store the position in.
Enable another activation.
JSON Format:
{
"type": "spells_and_shields:activate",
"activation": String,
"a/to_activate": String
}Elements:
-
a/to_activate: The other activation to enable.
Enable and/or disable an activation based on the given boolean value.
JSON Format:
{
"type": "spells_and_shields:boolean_activation",
"activation": String,
"a/to_activate": String,
"d/boolean/input": Boolean,
"d/boolean/activate_if_true": Boolean,
"d/boolean/deactivate_if_false": Boolean
}Elements:
-
a/to_activate: The activation to enable and/or disable. -
d/boolean/input: The boolean input influencing whether or not theto_activateactivation is enabled/disabled. -
d/boolean/activate_if_true: If this istrueandinputistruethento_activategets enabled, otherwise nothing happens. -
d/boolean/deactivate_if_false: If this istrueandinputisfalsethento_activategets disabled, otherwise nothing happens.
Jumps to a set label if a given conditional is true.
JSON Format:
{
"type": "spells_and_shields:branch",
"activation": String,
"label": String,
"d/boolean/conditional": Boolean
}Elements:
-
label: The name of the label. -
d/boolean/conditional: If this istruethe next action executed is the one after the given label, otherwise the next action executed is the one following this one.
Enable an activation based on the given boolean value.
JSON Format:
{
"type": "spells_and_shields:conditional_activation",
"activation": String,
"a/to_activate": String,
"d/boolean/condition": Boolean
}Elements:
-
a/to_activate: The activation to enable. -
d/boolean/condition: If this istruethen the given activation is enabled, otherwise nothing happens.
Enable disable the activation based on the given boolean value.
JSON Format:
{
"type": "spells_and_shields:conditional_deactivation",
"activation": String,
"d/boolean/condition": Boolean
}Elements:
-
d/boolean/condition: If this istruethen the activation this action is based on is disabled.
Disable an activation.
JSON Format:
{
"type": "spells_and_shields:deactivate",
"activation": String,
"a/to_deactivate": String
}Elements:
-
a/to_deactivate: The activation to disable.
Jump to a set label. The next action executed will be the one right after the label action.
JSON Format:
{
"type": "spells_and_shields:jump",
"activation": String,
"label": String
}Elements:
-
label: The name of the label.
Set a label at the position of this action.
JSON Format:
{
"type": "spells_and_shields:label",
"activation": String,
"label": String
}Elements:
-
label: The name of the label to set.
End the execution of this spell. No more actions will be executed after this.
JSON Format:
{
"type": "spells_and_shields:terminate"
"activation": String
}Add a delayed spell instance to targets. It will execute the spell again for each target with a set activation after a set period of time. It also allows you to hook into events of targets that do not have the spell equipped.
JSON Format:
{
"type": "spells_and_shields:add_delayed_spell",
"activation": String,
"ts/targets": String,
"ad/on_remove": String,
"d/int/tick_time": Integer,
"d/string/uuid": String,
"d/compound_tag/extra_data": NBT Compound Tag,
"events_map": Optional Events Map
}Elements:
-
ts/targets: The targets to apply this delayed spell instance to (applied to each target). -
ad/on_remove: The activation to fire when this delayed spell is removed (when the time ran out). -
d/int/tick_time: The time in ticks after which to remove this delayed spell. -
d/string/uuid: The UUID for this delayed spell instance used for identification. This value may be left empty but it may not be left out entirely. If an invalid UUID is specified a random one will be generated insteadfor each delayed spell instance attached. -
d/compound_tag/extra_data: An NBT Compound Tag to supply extra data for future use. This value may be left empty but it may not be left out entirely. -
events_map: A JSON Object with keys and values being strings. Every key/value pair represents an event (key) that is executed under a differently named activation (value) from the perspective of the target the delayed spell is attached to. Eg.{"living_hurt_victim": "target_hurt_victim"}results in the activationtarget_hurt_victimbeing fired when a target would fire aliving_hurt_victimevent. This way you can differentiate between the owner of the spell and any delayed spell target firing this event (every target that would reference the owner instead references said target).
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:check_has_delayed_spell",
"activation": String,
"t/target": String,
"d/string/uuid": String
}Elements:
-
t/target: ABCDE. -
d/string/uuid: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:remove_delayed_spell",
"activation": String,
"ts/targets": String,
"d/string/uuid": String,
"d/boolean/force_activate": Boolean
}Elements:
-
ts/targets: ABCDE. -
d/string/uuid: ABCDE. -
d/boolean/force_activate: ABCDE.
Apply attribute modifiers to entities permanently. See https://minecraft.fandom.com/wiki/Attribute#Modifiers
JSON Format:
{
"type": "spells_and_shields:add_attribute_modifier",
"activation": String,
"ts/targets": String,
"d/string/attribute": String,
"d/string/uuid": Optional String,
"d/string/name": String,
"d/double/amount": Double,
"d/string/operation": String
}Elements:
-
ts/targets: The living entity targets to apply the modifier on. -
d/string/attribute: The attribute ID. -
d/string/uuid: The UUID of the modifier used for identification (eg. to remove it again). This may be left out which results in a randomly generated UUID being used instead. -
d/string/name: The name of this modifier. -
d/double/amount: The amount changed. -
d/string/operation: How the amount impacts the total amount. The allowed values areadd,multiply_base, andmultiply_total(referenced asmultiplyin the wiki).
Override the extra tag of an entity. The extra tag is a way to permanently store information. Since other spells use this as well, you should override this by first getting the current extra tag of the entity (instead of making a new empty one), then adding your data to that, then overriding it. This way you do not wipe data of other spells.
JSON Format:
{
"type": "spells_and_shields:apply_entity_extra_tag",
"activation": String,
"ts/targets": String,
"d/compound_tag/tag": NBT Compound Tag
}Elements:
-
ts/targets: The entity targets to apply this extra tag to. -
d/compound_tag/tag: The extra tag to apply.
This actions is used to apply entity specific attributes to an entity. Basically the entity is stored to an NBT tag, this tag is then merged with the tag supplied by this action with any key-value pair of this action overriding the ones of the tag the entity was saved to, then the entity is loaded again from this new merged tag. See https://minecraft.fandom.com/wiki/Entity_format
JSON Format:
{
"type": "spells_and_shields:apply_entity_tag",
"activation": String,
"ts/targets": String,
"d/compound_tag/tag": NBT Compound Tag
}Elements:
-
ts/targets: The entity targets to apply the tag to. -
d/compound_tag/tag: The NBT tag containing the values to apply to the entity.
Apply a mob effect to entities (eg. Haste, Poison, ...). See https://minecraft.fandom.com/wiki/Effect#Effect_list
JSON Format:
{
"type": "spells_and_shields:apply_mob_effect",
"activation": String,
"ts/targets": String,
"d/string/mob_effect": String,
"d/int/duration": Integer,
"d/int/amplifier": Integer,
"d/boolean/ambient": Boolean,
"d/boolean/visible": Boolean,
"d/boolean/showIcon": Boolean
}Elements:
-
ts/targets: The living entity targets to apply the mob effect on. -
d/string/mob_effect: The ID of the mob effect. -
d/int/duration: The duration in ticks. -
d/int/amplifier: The amplifier starting at0. -
d/boolean/ambient:trueif this effect has come from an ambient source (eg. Beacon, Conduit, ...),falseotherwise. -
d/boolean/visible:trueto make this effect spawn ambient particles around the entity,falseto not spawn any. -
d/boolean/showIcon:trueto show this icon show on the client in the inventory,falseto not show it.
Apply a potion effect to entities. See https://minecraft.fandom.com/wiki/Potion#Data_values
JSON Format:
{
"type": "spells_and_shields:apply_potion_effect",
"activation": String,
"ts/targets": String,
"d/string/potion": String
}Elements:
-
ts/targets: The living entity targets to give the potion to. -
d/string/potion: The ID of the potion.
Deal magic damage to entities without a specified source.
JSON Format:
{
"type": "spells_and_shields:damage",
"activation": String,
"ts/targets": String,
"d/double/damage": Double
}Elements:
-
ts/targets: The living entity targets to deal damage to. -
d/double/damage: The amount of damage.
Heal entities.
JSON Format:
{
"type": "spells_and_shields:heal",
"activation": String,
"ts/targets": String,
"d/double/healing_amount": Double
}Elements:
-
ts/targets: The living entity targets to heal. -
d/double/healing_amount: The amount to heal.
Knock back target entities in a given direction.
JSON Format:
{
"type": "spells_and_shields:knockback",
"activation": String,
"ts/targets": String,
"d/double/strength": Double,
"d/double/dx": Double,
"d/double/dz": Double
}Elements:
-
ts/targets: The living entity targets to knock back. -
d/double/strength: How strongly to knock them back. -
d/double/dx: The force along the x-axis (may be negative). -
d/double/dz: The force along the z-axis (may be negative).
Remove an attribute modifier from entities based on the attribute and the UUID.
JSON Format:
{
"type": "spells_and_shields:remove_attribute_modifier",
"activation": String,
"ts/targets": String,
"d/string/attribute": String,
"d/string/uuid": String
}Elements:
-
ts/targets: The living entity targets to remove the attribute modifier from. -
d/string/attribute: The ID of the attribute. -
d/string/uuid: The UUID of the attribute modifier to remove.
Reset the fall distance of a living entity which results in less damage taken when hitting the ground. This does not stop the falling motion itself, but rather restarts the counter of the fall distance.
JSON Format:
{
"type": "spells_and_shields:reset_fall_distance",
"activation": String,
"ts/targets": String
}Elements:
-
ts/targets: The living entity targets to reset the fall distance for.
Set the motion of target entities.
JSON Format:
{
"type": "spells_and_shields:set_motion",
"activation": String,
"ts/targets": String,
"d/vec3/motion": Vector
}Elements:
-
ts/targets: The entity targets to set the motion for. -
d/vec3/motion: The motion vector.
Set living entities on fire for a specific amount of time.
JSON Format:
{
"type": "spells_and_shields:set_on_fire",
"activation": String,
"ts/targets": String,
"d/int/fire_seconds": Integer
}Elements:
-
ts/targets: The living entity targets to set on fire. -
d/int/fire_seconds: The time (in seconds) they burn.
Deal magic damage with a specified source.
JSON Format:
{
"type": "spells_and_shields:sourced_damage",
"activation": String,
"ts/targets": String,
"d/double/damage": Double,
"t/source": String
}Elements:
-
ts/targets: The living entity targets to deal damage to. -
d/double/damage: The amount of damage dealt. -
t/source: The source entity which is responsible for the damage.
Apply knockback to target entities coming from a specified source position.
JSON Format:
{
"type": "spells_and_shields:sourced_knockback",
"activation": String,
"ts/targets": String,
"d/double/strength": Double,
"t/source": String
}Elements:
-
ts/targets: The living entity targets to apply knockback to. -
d/double/strength: The amount of knockback. -
t/source: The source position the knockback came from.
Spawn an entity with all kinds of attributes. See https://minecraft.fandom.com/wiki/Entity_format
JSON Format:
{
"type": "spells_and_shields:spawn_entity",
"activation": String,
"td/entity": String,
"d/string/entity_type": String,
"t/position": String,
"d/vec3/direction": Vector,
"d/vec3/motion": Vector,
"d/compound_tag/tag": Optional NBT Compound Tag
}Elements:
-
td/entity: The target group to put the newly spawned entity in. -
d/string/entity_type: The ID of the entity type. -
t/position: The position target where to spawn the entity at. -
d/vec3/direction: The vector that represents the view vector of the spawned entity (the direction it looks). -
d/vec3/motion: The initial motion of the entity. -
d/compound_tag/tag: The nbt tag that the entity will be loaded from before spawning it in.
Teleport entities to a position.
JSON Format:
{
"type": "spells_and_shields:teleport_to",
"activation": String,
"ts/targets": String,
"t/position": String
}Elements:
-
ts/targets: The entity targets to teleport. -
t/position: The position target to teleport the entities to.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:particle_emitter",
"activation": String,
"ts/targets": String,
"d/int/duration": Integer,
"d/int/delay": Integer,
"d/int/amount": Integer,
"d/double/spread": Double,
"d/boolean/motion_spread": Boolean,
"d/vec3/offset": Vector,
"particle": ABCDE
}Elements:
-
ts/targets: ABCDE. -
d/int/duration: ABCDE. -
d/int/delay: ABCDE. -
d/int/amount: ABCDE. -
d/double/spread: ABCDE. -
d/boolean/motion_spread: ABCDE. -
d/vec3/offset: ABCDE. -
particle: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:play_sound",
"activation": String,
"ts/targets": String,
"d/string/sound_event": ABCDE,
"d/double/volume": Double,
"d/double/pitch": Double
}Elements:
-
ts/targets: ABCDE. -
d/string/sound_event: ABCDE. -
d/double/volume: ABCDE. -
d/double/pitch: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:spawn_particles",
"activation": String,
"ts/targets": String,
"particle": ABCDE,
"d/int/count": Integer,
"d/double/spread": Double
}Elements:
-
ts/targets: ABCDE. -
particle: ABCDE. -
d/int/count: ABCDE. -
d/double/spread: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:consume_item",
"activation": String,
"ts/targets": String,
"d/int/amount": Integer
}Elements:
-
ts/targets: ABCDE. -
d/int/amount: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:consume_player_items",
"activation": String,
"t/source": String,
"d/string/item": String,
"d/int/amount": Integer,
"d/compound_tag/tag": Optional NBT Compound Tag,
"d/boolean/must_be_in_hand": Boolean
}Elements:
-
t/source: ABCDE. -
d/string/item: ABCDE. -
d/int/amount: ABCDE. -
d/compound_tag/tag: ABCDE. -
d/boolean/must_be_in_hand: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:damage_item",
"activation": String,
"ts/targets": String,
"d/int/damage": Integer
}Elements:
-
ts/targets: ABCDE. -
d/int/damage: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:find_item",
"activation": String,
"ts/targets": String,
"d/boolean/must_be_in_hand": Boolean,
"item": ABCDE,
"td/found_items": String
}Elements:
-
ts/targets: ABCDE. -
d/boolean/must_be_in_hand: ABCDE. -
item: ABCDE. -
td/found_items: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_item_attributes",
"activation": String,
"t/source": String,
"var/item": String,
"var/amount": String,
"var/damage": String,
"var/compound_tag": String
}Elements:
-
t/source: ABCDE. -
var/item: ABCDE. -
var/amount: ABCDE. -
var/damage: ABCDE. -
var/compound_tag: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_item_tag",
"activation": String,
"t/source": String,
"var/compound_tag": String
}Elements:
-
t/source: ABCDE. -
var/compound_tag: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:give_item",
"activation": String,
"ts/targets": String,
"d/int/amount": Integer,
"d/int/damage": Integer,
"d/compound_tag/tag": Optional NBT Compound Tag,
"item": ABCDE
}Elements:
-
ts/targets: ABCDE. -
d/int/amount: ABCDE. -
d/int/damage: ABCDE. -
d/compound_tag/tag: ABCDE. -
item: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:item_check",
"activation": String,
"t/target": String,
"d/boolean/must_be_in_hand": Boolean,
"item": ABCDE
}Elements:
-
t/target: ABCDE. -
d/boolean/must_be_in_hand: ABCDE. -
item: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:item_equals",
"activation": String,
"t/target": String,
"item": ABCDE,
"d/boolean/ignore_tag": Boolean,
"d/int/minimum_count": Integer,
"d/int/minimum_durability": Integer
}Elements:
-
t/target: ABCDE. -
item: ABCDE. -
d/boolean/ignore_tag: ABCDE. -
d/int/minimum_count: ABCDE. -
d/int/minimum_durability: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:item_tag_check",
"activation": String,
"t/target": String,
"d/boolean/must_be_in_hand": Boolean,
"item_tag": ABCDE,
"d/boolean/count": Boolean
}Elements:
-
t/target: ABCDE. -
d/boolean/must_be_in_hand: ABCDE. -
item_tag: ABCDE. -
d/boolean/count: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:item_tag_equals",
"activation": String,
"t/target": String,
"item_tag": ABCDE,
"d/int/minimum_count": Integer,
"d/int/minimum_durability": Integer
}Elements:
-
t/target: ABCDE. -
item_tag: ABCDE. -
d/int/minimum_count: ABCDE. -
d/int/minimum_durability: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:mainhand_item_target",
"activation": String,
"t/source": String,
"td/item": String
}Elements:
-
t/source: ABCDE. -
td/item: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:modify_item",
"activation": String,
"t/target": String,
"d/int/amount": Integer,
"d/int/damage": Integer,
"d/compound_tag/tag": NBT Compound Tag
}Elements:
-
t/target: ABCDE. -
d/int/amount: ABCDE. -
d/int/damage: ABCDE. -
d/compound_tag/tag: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:offhand_item_target",
"activation": String,
"t/source": String,
"td/item": String
}Elements:
-
t/source: ABCDE. -
td/item: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:override_item",
"activation": String,
"t/target": String,
"d/int/amount": Integer,
"d/int/damage": Integer,
"d/compound_tag/tag": NBT Compound Tag,
"d/string/item": String
}Elements:
-
t/target: ABCDE. -
d/int/amount: ABCDE. -
d/int/damage: ABCDE. -
d/compound_tag/tag: ABCDE. -
d/string/item: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:player_has_items",
"activation": String,
"t/source": String,
"d/string/item": String,
"d/int/amount": Integer,
"d/compound_tag/tag": Optional NBT Compound Tag,
"d/boolean/must_be_in_hand": Boolean,
"d/boolean/creative_bypass": Boolean
}Elements:
-
t/source: ABCDE. -
d/string/item: ABCDE. -
d/int/amount: ABCDE. -
d/compound_tag/tag: ABCDE. -
d/boolean/must_be_in_hand: ABCDE. -
d/boolean/creative_bypass: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:player_item_targets",
"activation": String,
"t/source": String,
"td/items": String,
"d/boolean/include_hands": Boolean,
"d/boolean/include_inventory": Boolean,
"d/boolean/include_armor": Boolean
}Elements:
-
t/source: ABCDE. -
td/items: ABCDE. -
d/boolean/include_hands: ABCDE. -
d/boolean/include_inventory: ABCDE. -
d/boolean/include_armor: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:try_consume_item",
"activation": String,
"t/target": String,
"d/int/amount": Integer
}Elements:
-
t/target: ABCDE. -
d/int/amount: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:try_damage_item",
"activation": String,
"t/target": String,
"d/int/damage": Integer
}Elements:
-
t/target: ABCDE. -
d/int/damage: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:use_item",
"activation": String,
"t/source": String,
"item": ABCDE,
"offhand": ABCDE
}Elements:
-
t/source: ABCDE. -
item: ABCDE. -
offhand: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:use_item_on_block",
"activation": String,
"t/source": String,
"ts/blocks": String,
"item": ABCDE,
"offhand": ABCDE,
"direction": ABCDE
}Elements:
-
t/source: ABCDE. -
ts/blocks: ABCDE. -
item: ABCDE. -
offhand: ABCDE. -
direction: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:cube_block_targets",
"activation": String,
"t/source": String,
"td/targets": String,
"corner1": ABCDE,
"corner2": ABCDE
}Elements:
-
t/source: ABCDE. -
td/targets: ABCDE. -
corner1: ABCDE. -
corner2: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_block",
"activation": String,
"t/target": String,
"var/block": String,
"var/block_state": String,
"var/is_air": String
}Elements:
-
t/target: ABCDE. -
var/block: ABCDE. -
var/block_state: ABCDE. -
var/is_air: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_block_attributes",
"activation": String,
"t/target": String,
"var/is_air": String,
"var/is_fluid": String,
"var/has_collider": String
}Elements:
-
t/target: ABCDE. -
var/is_air: ABCDE. -
var/is_fluid: ABCDE. -
var/has_collider: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_fluid",
"activation": String,
"t/target": String,
"var/fluid": String,
"var/fluid_state": String,
"var/is_fluid": String,
"var/is_source": String
}Elements:
-
t/target: ABCDE. -
var/fluid: ABCDE. -
var/fluid_state: ABCDE. -
var/is_fluid: ABCDE. -
var/is_source: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:offset_block",
"activation": String,
"ts/targets": String,
"td/result": String,
"d/vec3/offset": Vector
}Elements:
-
ts/targets: ABCDE. -
td/result: ABCDE. -
d/vec3/offset: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:player_harvest_block",
"activation": String,
"t/source": String,
"ts/blocks": String,
"direction": ABCDE
}Elements:
-
t/source: ABCDE. -
ts/blocks: ABCDE. -
direction: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:position_to_target",
"activation": String,
"td/result": String,
"d/vec3/position": Vector
}Elements:
-
td/result: ABCDE. -
d/vec3/position: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:remove_block",
"activation": String,
"ts/targets": String
}Elements:
-
ts/targets: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:set_block",
"activation": String,
"ts/targets": String,
"d/string/block": String,
"d/compound_tag/block_state": NBT Compound Tag
}Elements:
-
ts/targets: ABCDE. -
d/string/block: ABCDE. -
d/compound_tag/block_state: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:tick_block",
"activation": String,
"ts/targets": String,
"d/int/duration": Integer
}Elements:
-
ts/targets: ABCDE. -
d/int/duration: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:burn_mana",
"activation": String,
"ts/targets": String,
"d/double/mana_amount": Double
}Elements:
-
ts/targets: ABCDE. -
d/double/mana_amount: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_mana",
"activation": String,
"t/target": String,
"var/result": String
}Elements:
-
t/target: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:has_mana",
"activation": String,
"t/target": String,
"amount": ABCDE
}Elements:
-
t/target: ABCDE. -
amount: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:mana_check",
"activation": String,
"t/target": String,
"amount": ABCDE
}Elements:
-
t/target: ABCDE. -
amount: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:replenish_mana",
"activation": String,
"ts/targets": String,
"d/double/mana_amount": Double
}Elements:
-
ts/targets: ABCDE. -
d/double/mana_amount: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:simple_mana_check"
"activation": String
}Elements:
Clear a target group (remove all targets from it).
JSON Format:
{
"type": "spells_and_shields:clear_targets",
"activation": String,
"td/destination": String
}Elements:
-
td/destination: The target group to clear.
Copy all targets from one target group to another.
JSON Format:
{
"type": "spells_and_shields:copy_targets",
"activation": String,
"td/destination": String,
"ts/source": String
}Elements:
-
td/destination: The target group to copy the targets to. -
ts/source: The target group where the targets are copied from.
Find an entity target based on UUID.
JSON Format:
{
"type": "spells_and_shields:entity_uuid_target",
"activation": String,
"td/destination": String,
"d/string/uuid": String
}Elements:
-
td/destination: The target group to put the entity in if such an entity was found. -
d/string/uuid: The UUID of the entity to find and target.
Get the size of a target group as variable.
JSON Format:
{
"type": "spells_and_shields:get_target_group_size",
"activation": String,
"td/source": String,
"var/result": String
}Elements:
-
td/source: The target group to get the size of. -
var/result: The variable that then represents this value.
Shoot homing projectiles from a position at targets.
JSON Format:
{
"type": "spells_and_shields:home",
"activation": String,
"t/source": String,
"ts/targets": String,
"d/double/velocity": Double,
"d/int/timeout": Integer,
"ad/block_hit_activation": String,
"ad/entity_hit_activation": String,
"ad/timeout_activation": String,
"td/projectile": String
}Elements:
-
t/source: The source position where the projectiles are shot from. -
ts/targets: The entity targets to shoot at. One homing projectile will be spawned for each of these targets. -
d/double/velocity: The velocity (speed) of the projectiles. -
d/int/timeout: The timeout (in ticks) of the projectiles. -
ad/block_hit_activation: The event for when a projectile hits a block. -
ad/entity_hit_activation: The event for when a projectile hits an entity. -
ad/timeout_activation: The event for when a projectile times out. -
td/projectile: The target group the projectiles are put in directly after they are fired.
Notes:
- When a projectile triggers an event, the following applies:
- The
projectiletarget group contains the projectile entity itself. - The
block_hittarget group contains the block position, if a block was hit (i.e. The activation set inblock_hit_activationis run as event). - The
entity_hittarget group contains the entity, if an entity was hit (i.e. The activation set inentity_hit_activationis run as event). - The
hit_positiontarget group contains the exact position of the projectile when it hit something or when it times out.
Get a target an entity is looking at.
JSON Format:
{
"type": "spells_and_shields:look_at_target",
"activation": String,
"t/source": String,
"d/double/range": Double,
"double/bb_inflation": Optional Double,
"block_clip_context": Optional String,
"fluid_clip_context": Optional String,
"a/block_hit_activation": String,
"a/entity_hit_activation": String,
"a/miss_activation": String
}Elements:
-
t/source: The source entity which looks at whatever target we are looking for. -
d/double/range: The maximum range how far the target may be away. -
double/bb_inflation: The absolute amount the bounding boxes (AABBs) of all entities are inflated in each direction (eg.0.5makes the possible target entity half a block bigger in each direction, so a total block bigger on each axis) to make them easier to look at. -
block_clip_context: The block clip context (i.e. what property of a block decides whethere or not you are looking at it or if it is considered). The following values are accepted:-
collider(default) visualoutlinefalldamage_resetting
-
-
fluid_clip_context: The fluid clip context (i.e. what property of a fluid block decides whether or not you are looking at it or if it is considered). The following values are accepted:-
none(default) source_onlyanywater
-
-
a/block_hit_activation: The activation enabled if the source is looking at a block within range. -
a/entity_hit_activation: The activation enabled if the source is looking at an entity within range. -
a/miss_activation: The activation enabled if the source is not looking at anything within range.
Notes:
- After executing this action, the following applies:
- The
block_hittarget group contains the block position, if a block was looked at (i.e. The activation set inblock_hit_activationis enabled). - The
entity_hittarget group contains the entity, if an entity was looked at (i.e. The activation set inentity_hit_activationis enabled). - The
hit_positiontarget group contains the exact position the source was looking at or the max range air block if nothing was within range.
Move all targets that are players from one target group to another.
JSON Format:
{
"type": "spells_and_shields:move_player_targets",
"activation": String,
"td/destination": String,
"ts/source": String
}Elements:
-
td/destination: The target group to move the player targets to. -
ts/source: The target group to remove the player targets from.
Pick a single target out of a target group.
JSON Format:
{
"type": "spells_and_shields:pick_target",
"activation": String,
"td/destination": String,
"ts/source": String,
"boolean/remove": Boolean,
"boolean/random": Boolean
}Elements:
-
td/destination: The target group to put the picked target into. -
ts/source: The target group to pick a target from. -
boolean/remove: If this istruethe picked target is removed from the source target group, otherwise it stays in it. -
boolean/random: If this istruethe picked target is randomly selected from the source target group, otherwise the first one in the list is picked.
Target all entities in range of a specified position.
JSON Format:
{
"type": "spells_and_shields:ranged_entity_targets",
"activation": String,
"td/destination": String,
"ts/source": String,
"d/double/range": Double
}Elements:
-
td/destination: The target group to put the entities in. -
ts/source: The source position the entities have to be in range of to be targeted. If this is an entity it is also added to the target group. -
d/double/range: The range the entities have to be within to be targeted.
Make an entity shoot a projectile forward.
JSON Format:
{
"type": "spells_and_shields:shoot",
"activation": String,
"t/source": String,
"d/double/velocity": Double,
"d/double/inaccuracy": Double,
"d/int/timeout": Integer,
"ad/block_hit_activation": String,
"ad/entity_hit_activation": String,
"ad/timeout_activation": String,
"td/projectile": String
}Elements:
-
t/source: The source entity that shoots the projectile. -
d/double/velocity: The velocity (speed) of the projectile. -
d/double/inaccuracy: The inaccuracy when shooting,0is perfect accuracy. -
d/int/timeout: The timeout (in ticks) of the projectile. -
ad/block_hit_activation: The event for when the projectile hits a block. -
ad/entity_hit_activation: The event for when the projectile hits an entity. -
ad/timeout_activation: The event for when the projectile times out. -
td/projectile: The target group the projectile is put in directly after it is fired.
Notes:
- When the projectile triggers an event, the following applies:
- The
projectiletarget group contains the projectile entity itself. - The
block_hittarget group contains the block position, if a block was hit (i.e. The activation set inblock_hit_activationis run as event). - The
entity_hittarget group contains the entity, if an entity was hit (i.e. The activation set inentity_hit_activationis run as event). - The
hit_positiontarget group contains the exact position of the projectile when it hit something or when it times out.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:shoot_alt",
"activation": String,
"t/source": String,
"d/double/velocity": Double,
"d/double/inaccuracy": Double,
"d/int/timeout": Integer,
"ad/block_hit_activation": String,
"ad/entity_hit_activation": String,
"ad/timeout_activation": String,
"td/projectile": String,
"t/shooter": Optional String
}Elements:
-
t/source: The source position the projectile is shot from. -
d/vec3/velocity: The velocity vector (direction and speed) of the projectile. -
d/double/inaccuracy: The inaccuracy when shooting,0is perfect accuracy. -
d/int/timeout: The timeout (in ticks) of the projectile. -
ad/block_hit_activation: The event for when the projectile hits a block. -
ad/entity_hit_activation: The event for when the projectile hits an entity. -
ad/timeout_activation: The event for when the projectile times out. -
td/projectile: The target group the projectile is put in directly after it is fired. -
t/shooter: The entity responsible for this projectile. Used to eg. give credit for kills. This may be left out.
Notes:
- When the projectile triggers an event, the following applies:
- The
projectiletarget group contains the projectile entity itself. - The
block_hittarget group contains the block position, if a block was hit (i.e. The activation set inblock_hit_activationis run as event). - The
entity_hittarget group contains the entity, if an entity was hit (i.e. The activation set inentity_hit_activationis run as event). - The
hit_positiontarget group contains the exact position of the projectile when it hit something or when it times out.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_int",
"activation": String,
"d/int/source": Integer,
"var/result": String
}Elements:
-
d/int/source: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_double",
"activation": String,
"d/double/source": Double,
"var/result": String
}Elements:
-
d/double/source: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_vec3",
"activation": String,
"d/vec3/source": Vector,
"var/result": String
}Elements:
-
d/vec3/source: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_boolean",
"activation": String,
"d/boolean/source": Boolean,
"var/result": String
}Elements:
-
d/boolean/source: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_tag",
"activation": String,
"d/tag/source": NBT Compound Tag,
"var/result": String
}Elements:
-
d/tag/source: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_string",
"activation": String,
"d/string/source": String,
"var/result": String
}Elements:
-
d/string/source: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:negate",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:not",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:round",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:floor",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:ceil",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:sqrt",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_x",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_y",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_z",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:length",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:normalized",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:sin",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:cos",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:asin",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:acos",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:to_radians",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:to_degrees",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:uuid_from_string",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:next_int",
"activation": String,
"var/operant": String,
"var/result": String
}Elements:
-
var/operant: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:add",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:sub",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:mul",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:div",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:rem",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:eq",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:neq",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:gt",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:geq",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:lt",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:leq",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:min",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:max",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:move_x",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:move_y",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:move_z",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:nbt_contains",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_nbt_int",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_nbt_double",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_nbt_boolean",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_nbt_tag",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_nbt_string",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_nbt_uuid",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:get_nbt_vec3",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:conditional",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/operant_3": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/operant_3: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:vec3",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/operant_3": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/operant_3: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:block_pos",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/operant_3": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/operant_3: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_nbt_int",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/operant_3": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/operant_3: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_nbt_double",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/operant_3": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/operant_3: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_nbt_boolean",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/operant_3": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/operant_3: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_nbt_tag",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/operant_3": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/operant_3: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_nbt_string",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/operant_3": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/operant_3: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_nbt_uuid",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/operant_3": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/operant_3: ABCDE. -
var/result: ABCDE.
ABCDE Text WIP
JSON Format:
{
"type": "spells_and_shields:put_nbt_vec3",
"activation": String,
"var/operant_1": String,
"var/operant_2": String,
"var/operant_3": String,
"var/result": String
}Elements:
-
var/operant_1: ABCDE. -
var/operant_2: ABCDE. -
var/operant_3: ABCDE. -
var/result: ABCDE.
{ "type": "spells_and_shields:clear_mob_target", "activation": String, "ts/mobs": String }