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Commander's Dream Detection

Tags all sorts of things to improve commanding experience! We also have customization to keep things you don't need off to prevent lag. ๐Ÿ˜Ž

BETA APIs ARE REQUIRED TO BE ON FOR THIS TO WORK PROPERLY!

 

Command Detection supports the following detections:

Items

  • Using any item(Right Click/LT) - itemUse (Tag)
  • Using a specific item - itemUse:<itemID> (Tag) | "itemUse:stick"
  • Using a named item(named in an anvil) - itemUseName:<itemName> (Tag) | "itemUseName:Holy Apple"
  • Starting to use an item(e.g. drawing a bow) - itemStartUse and itemStartUse:<itemID> (Tag) | "itemStartUse:bow"
  • Stopping use of an item - itemStopUse and itemStopUse:<itemID> (Tag) | "itemStopUse:bow"
  • Finishing use of an item - itemComplete, itemComplete:<itemID> and itemCompleteName:<itemName> (Tag) | "itemComplete:bow"
  • Eating a food item(fires alongside itemComplete) - itemEat, itemEat:<itemID> and itemEatName:<itemName> (Tag) | "itemEat:apple"

Players

  • Crouching detection - crouching (Tag)
  • Sprinting detection - sprinting (Tag)
  • Falling detection - falling (Tag)
  • Climbing detection - climbing (Tag)
  • Flying detection(flying in creative) - flying (Tag)
  • Swimming detection - swimming (Tag)
  • Gliding detection - gliding (Tag)
  • Jumping detection - jumping (Tag)
  • Crawling detection - crawling (Tag)
  • Sleeping detection - sleeping (Tag)
  • Emoting detection - emoting (Tag)
  • Shooting detection - "shoot" and "shoot:<projectileID>" (Tag) | "shoot:arrow"
  • Looking at another player detection - looking (Tag)
  • Being looked at by another player detection - seen (Tag)
  • Player ID score - "playerID" (Objective)
  • Looking at player score - "lookingAtPlayer" (Objective) | Shows the ID of the player being looked at, 0 if none
  • Seen by score - "seenBy" (Objective) | Shows the ID of the player looking at you, 0 if none
  • XP level score - "xpLevel" (Objective)
  • Total XP score - "xpTotal" (Objective)
    Every Player state tag above can also fire a <tag>Start and <tag>Stop tag for 1 tick when it changes(if enabled)

Blocks

  • Block breaking detection - blockBreak (Tag)
  • Breaking a specific block - blockBreak:<blockID> (Tag) | "blockBreak:stone"
  • Block placing detection - blockPlace (Tag)
  • Placing a specific block - blockPlace:<blockID> (Tag) | "blockBreak:cobblestone"
  • Block interaction detection - blockInteract and blockInteract:<blockID> (Tag) | "blockInteract:chest"

Entities

  • Killing an entity - murderEntity and murdered:<entityType> (Tag) | "murdered:zombie"
  • Entity dying - Will spawn a custom:marker named "dead:<entity>" (Marker) | "dead:zombie"
  • Hitting an entity - damagingEntity (Tag)
  • Getting hit - hitEntity (Tag)
  • Interacting with an entity - entityInteract and entityInteract:<entityType> (Tag) | "entityInteract:villager"
  • Hitting an entity with a projectile - projectileHitEntity and projectileHit:<projectileID> (Tag) | "projectileHit:arrow"
  • Getting hit by a projectile - hitByProjectile and hitByProjectile:<projectileID> (Tag) | "hitByProjectile:arrow"
  • Getting an effect added - effectAdd and effectAdd:<effectType> (Tag) | "effectAdd:speed"
  • Health score - "health" (Objective) | Shows HEALTH not HEARTS(Hearts * 2 basically)
  • Max health score - "maxHealth" (Objective)
  • Damage taken score - "takenDamage" (Objective)
  • Damage dealt score - "dealtDamage" (Objective)
  • Coordinate scores - "posX", "posY" and "posZ" (Objective)
  • Velocity scores - "velX", "velY" and "velZ" (Objective) | Scaled x1000 to keep decimals
    All above Tags are only active for 1 tick, Objectives update continuously

Other Features:

  • Block breaking LOCATION detection, an entity with the type "custom:marker" is spawned on any broken block for 5 ticks with the blocks name(you can always spawn a new one if you need a longer function, only breaking markers automatically despawn)
  • For example, if you had a farming simulator, and wanting a broken crop to replant after being broken, you could: execute at @e[type=custom:marker,name=wheat] run setblock ~~~ wheat | Or for mines you could: execute at @e[type=custom:marker,name=iron_ore] run setblock ~~~ iron_ore
  • Block interactions with certain blocks. This is done through tags. "blockContainerInteraction" which blocks chests, shulkers, etc. "blockCraftableInteraction" Blocks all crafting blocks, furnaces, crafting tables, etc. "blockDecorativeInteraction" blocks all doors, gates, trapdoors, etc.
  • You can also do "disableInteraction:<blockID>" for a specific block. | "disableInteraction:chest"
  • Giving a player the tag "blockBuilding" blocks them from placing or breaking any blocks
  • Player spawning gives the tags "spawn" and either "initialSpawn"+"joined"(first ever spawn) or "respawn"(after dying). Joining the world separately gives the tag "playerJoin"
  • Non-player entities can get Health, Max Health, Coordinate and Velocity scores too if given the tag "trackExtras"

Commands:

 

  • Give an item with a custom name, lore, lock mode and enchantments - /extra:advancedgive <targets> <item> [amount] [name] [lore] [lockMode] [enchantments]
  • Replace an item in an entity's slot(hotbar, inventory, armor) with the same options - /extra:advancedreplace <targets> <slot> <item> [amount] [name] [lore] [lockMode] [enchantments]
  • Replace an item in a container block's slot with the same options - /extra:advancedreplaceblock <position> <slotId> <item> [amount] [name] [lore] [lockMode] [enchantments]
  • Enchantments use the format {sharpness=1,unbreaking=3}, lockMode accepts none/slot/inventory/keep/slot_keep/inventory_keep(the _keep variants also set keepOnDeath)
  • /extra:settings to open the settings modal. 

Have suggestions or really need a detection added? Make a comment on the page. I read them daily.

 

The Commander's Dream Detection Team

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