Lucky Block Documentation

Contents

2.6 Other


Command


The command type is used to indicate that the Lucky Block will run a command. It can be used by setting the type property to command.

 

Properties

 

Property Value Type Default Value Example Description
ID* text - type=command,ID="/say ..." Used to specify the command, as you would in the Minecraft chat console.
commandSender text @ type=command,commandSender="PlayerInDistress" Used to specify the sender of the command. This will only be relevant in specific commands, such as /say and /tell.
displayOutput true/false false type=command,displayOutput=true Used to specify whether the output of the command should be displayed in chat, as it would by default in Minecraft.
All base properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties

* Required

 

Example

type=command,ID="/weather thunder"

The example above will will set the weather to a thunderstorm.

 

Difficulty


The difficulty type is used to set the difficulty of the Minecraft world. This can be either peaceful, easy, medium or hard. This is mainly used when spawning a monster, to guarantee that the monster will be able to spawn. Difficulty can be changed by setting the type property to 'difficulty'.

 

Properties

 

Property Value Type Default Value Example Description
ID*

peaceful, easy, normal, hard
OR
p, e, n, h
OR
0, 1, 2, 3

- type=difficulty,ID=hard

Used to specify the new difficulty of the world. Textual values are preferred.
All base properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties

* Required

 

Example

group(type=entity,ID=Zombie;type=difficulty,ID=hard)

The example will spawn a Zombie and set the difficulty to hard. This will guarantee that the Zombie will not despawn, as it would if the player were on peaceful. See 5.1 Groups for more information on combining drops.

 

Effect


The effect type is used to give entities a Status Effect, or other type of effect. Effects can be given by setting the type property to 'effect'.

 

Properties

 

Property Value Type Default Value Example Description
ID*

integer ID
OR
text
ID
(See here)

- type=effect,ID=planks
OR
type=effect,ID=1
Used to specify the ID of the block being placed
duration

integer (seconds)

30 type=effect,ID=minecraft:nausea,duration=60 Used to specify the amount of seconds the effect will last for.
amplifier

0-255

0 type=effect,ID=minecraft:haste,amplifier=3 Used to specify the amplifier (strength) of the effect. For each level, the effect will become more powerful. Specifically, see the 'Strength' column here.
target

player, hitEntity

player type=effect,ID=minecraft:speed,target=hitEntity Used to specify the target entity that will recieve the effect. By default this is the player, but 'hitEntity' can be used give the effect to the entity hit by a Lucky Sword.
range

integer

4 type=effect,ID=minecraft:strenth,range=4 If no target is specified, range will cause the effect to act on all entities within the speciffied range.
excludePlayer

true/false

false type=effect,ID=minecraft:poison,range=4,excludePlayer=true If the effect acts within a range, 'excludePlayer' can be used to prevent the effect from acting on the player.
All base properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties

* Required

 

Special Effects

 

Special effects are types of effects which are not used by potions. These can use most of the standard effect properties, as well as certain additional properties.

 

Effect Format Description
special_fire type=effect,ID=special_fire,duration=integer Sets the entity on fire for a given duration.
special_knockback type=effect,ID=special_knockback,power=float,
directionYaw=integer,directionPitch=integer
Pushes the entity away in a given direction (yaw angle, pitch angle) with a given power.

 

Example

type=effect,ID=minecraft:fire_resistance,duration=120,amplifier=2

The example will give the player Fire Resistance II for two minutes.

 

Explosion


The explosion type is used to create an explosion in the world. It can be used by setting the type property to 'explosion'.

 

Properties

 

Property Value Type Default Value Example Description
radius/damage

integer

4 type=explosion,ID=7 Used to specify the radius of the explosion (i.e. how large it is). Both 'radius' and 'damage' can be used. A creeper explosion has a radius of 3, TNT is 4 and charged creeper is 6.
fire

true/false

false type=explosion,fire=true Used to specify whether the explosion will set blocks on fire. This is what you would expect from a charged creeper explosion.
All base properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties

* Required

 

Example

type=explosion,radius=8,fire=true

The example will create a massive, flaming explosion.

 

Fill


The fill type is used to fill an area with blocks. It can be specified by setting type property to 'fill'.

 

Properties

 

Property Value Type Default Value Example Description
ID*

integer ID
OR
text
ID
(See here)

- type=fill,ID=planks
OR
type=fill,ID=5
Used to specify the ID of the block that is being placed. Both numerical and text IDs are supported, however text IDs are recommended.
meta/damage/state integer 0 type=fill,ID=wool,meta=6 Used to specify the metadata of the bock. 'meta', 'damage' or 'state' can all be used. This value is used to store additional data of a block, such as the direction of stairs or the color of wool. All metadata values can be found here.
length, height width

integer

1 type=fill,ID=diamond_block,height=7 Used to specify the length, height and width, respectively, of the area which will be filled with blocks. Note that when facing north, the position at which the fill was executed will always be the bottom, north-most west-most corner.
size

(integer,integer,integer)

(1,1,1) type=fill,ID=stone,size=(3,4,3) A more compact way of specifying the dimensions of the area which will be filled with blocks, but otherwise no different to the length, height and width properties. All three values must be specified respectively and none can be omitted.
pos2X,posY,pos2Z

integer

- type=fill,ID=diamond_block,pos2Y=#bPos+2 An alternative way to specify the dimensions of the box which is being filled. The position specifies one corner of the box, and pos2 specifies another. All of the space in between is filled. In the example, a 3 tall block tower is made.
pos2

(integer,integer,integer)

(1,1,1) type=fill,ID=stone,size=(3,4,3) A more compact way of specifying the position of the second corner of the fill box, but otherwise no different to the pos2X, pos2Y and pos2Z properties. All three values must be specified respectively and none can be omitted.
All base properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties

* Required

 

Examples

type=fill,ID=diamond_block,size=(2,2,2)

This example will fill a 2x2x2 area with diamond blocks, at the position where the Lucky Block was harvested.

group(type=fill,ID=planks,posX=#pPosX-1,posY=#pPosY-1,posZ=#pPosZ-1,size=(3,4,3);type=fill,ID=air,pos=#pPos,height=2)

The example enclose the player in wooden planks. It does so by first filling a 3x4x3 around the player with wooden planks, and then hollowing the center with air. See 5.1 Groups for information on groups and 3.2 Hash Variables for information on positioning.

 

Message


The message type is used to indicate that the Lucky Block will display a message in chat. All users will receive the message, and it will contain the text specified by the ID property. Messages can be used by setting the type property to 'message'.

 

Properties

 

Property Value Type Default Value Example Description
ID* text - type=message,ID="Hello" Used to specify the text of the message.
All base properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties

* Required

 

Example

 

type=message,ID="#cLucky Blocks are evil!"

The example above will display the message 'Lucky Blocks are evil!' in red text. See 3.2 Hash Variables for more formatting information.

 

Particle


The particle type is used spawn Particles in the world. A more detailed description of all of the sound properties can be found here. Particles can be spawned by setting the type property to 'particle'.

 

Properties

 

Property Value Type Default Value Example Description
ID*

text ID
(See here)

- type=particle,ID=heart
OR
type=particle,ID=2002,damage=3
Used to specify the ID of the particle.
length, height, width

float

0 type=particle,ID=note,height=3 Used to specify the length, width and height, of the box in which the particle can spawn. Note that these dimensions are not measured in blocks.
size

(float,float,float)

(0,0,0) type=particle,ID=heart,size(2,1,2) A more compact way of specifying the box dimensions in which the particle can spawn, but otherwise no different to the length, height and width properties. All three must be specified respectively and none can be omitted.
particleAmount

integer

1

type=particle,ID=angryVillager
particleAmount=20

Used to specify the amount of particles that will spawn. This property is particle-specific, and is more efficient for large groups of particles than 'amount'. Note that this will only work for regular particles; auxiliary effects require the amount property instead.
All base properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties

* Required

 

Auxiliary Effects

 

Auxiliary effect are special tyes of particle effects combined with sound. Their IDs are between 2000 and 2005. The most common auxiliary effect is 2002, the splash potion particle effect (ID 'splashpotion' can also be used). A damage value can also be specified which will affect the color of the splash potion effect if set to the item ID of a potion. Below is an example which creates an Instant Damage particle effect.

type=particle,ID=splashpotion,damage=8204

Example

type=particle,ID=smoke,posX=#pPos,length=0.5,height=1,width=0.5,particleAmount=200

The example will spawn a box of 200 smoke particles around the player. See 3.2 Hash Variables for more positioning information.

 

Sound


The sound type is used to play a default Minecraft sound. A list of sound IDs can be found here. A more detailed description of all of the sound properties can be found here. Sounds can be played by setting the type property to 'sound'.

 

Properties

 

Property Value Type Default Value Example Description
ID*

See here

- type=sound,ID=mob.pig.say Used to specify the ID of the sound.
volume

float (0.0+)

1.0 type=sound,ID=note.harp,volume=3.0 Used to specify the volume of the sound
pitch

float (0.0-2.0)

1.0 type=sound,ID=random.bow,pitch=1.5 Used to specify the pitch of the sound
All base properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties

* Required

 

Example

type=sound,ID=records.mellohi,volume=3.0

The example play the Mellohi music disc at a high volume of 3.0.

 

Time


The time type is used to set the time of the Minecraft world. The time is specified in ticks, a value between 0 and 24000, see Minecraft World Time. Alternatively, values such as 'day' and 'night' can be used, as in commands. This is mainly used when spawning a monster, to prevent some monsters from burning. Time can be changed by setting the type property to 'time'.

 

Properties

 

Property Value Type Default Value Example Description
ID*

0-24000
OR
day, night

-

type=difficulty,ID=7000

Used to specify the new time of the world. Unless precision is needed, the textual values should suffice.
All base properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties

* Required

 

Example

group(type=entity,ID=Zombie;type=time,ID=night)

The example will spawn a Zombie and set the time to night (14000). This will guarantee that the Zombie will burn, as it would if it were daytime. It is recommended to use this property when spawning large groups of monsters, as it may excessive for a single monster. Note that in this case the difficulty property should also be used. See 5.1 Groups for more information on combining drops.

 

Nothing


The 'nothing' type will cause no drop to occur. It is mainly used by the Lucky Sword and Lucky Bow when no additional effect is desired.

type=nothing

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