Bukkit Arguments
The arguments described in this section return objects oftentime used in Bukkit API. They don't explicitly require to be from the org.bukkit
package. An example for a
non-bukkit object described here is the UUID Argument.
Block State Argument
The block state argument can be used for getting a block type and explicit, associated data.
Example usage
public static LiteralCommandNode<CommandSourceStack> blockStateArgument() {
return Commands.literal("blockstateargument")
.then(Commands.argument("arg", ArgumentTypes.blockState())
.executes(ctx -> {
final BlockState blockState = ctx.getArgument("arg", BlockState.class);
ctx.getSource().getSender().sendMessage("You specified a " + blockState.getType() + "!");
return Command.SINGLE_SUCCESS;
}))
.build();
}
In-game preview
ItemStack Argument
The item stack argument is the way to retrieve an ItemStack
following the same argument format as the vanilla /give <player> <item> [<amount>]
command as its second argument. The user may also define components to further customize the ItemStack
. If you only require a Material
, you should instead
check out the registry arguments.
Example usage
public static LiteralCommandNode<CommandSourceStack> itemStackArgument() {
return Commands.literal("itemstack")
.then(Commands.argument("stack", ArgumentTypes.itemStack())
.executes(ctx -> {
final ItemStack itemStack = ctx.getArgument("stack", ItemStack.class);
if (ctx.getSource().getExecutor() instanceof Player player) {
player.getInventory().addItem(itemStack);
ctx.getSource().getSender().sendRichMessage("<green>Successfully gave <player> a <item>",
Placeholder.component("player", player.name()),
Placeholder.component("item", Component.translatable(itemStack.translationKey()))
);
}
else {
ctx.getSource().getSender().sendRichMessage("<red>This argument requires a player!");
}
return Command.SINGLE_SUCCESS;
}))
.build();
}
In-game preview
Bukkit NamespacedKey Argument
This argument allows the user to provide any artificial (namespaced) key. The return value of this argument is a
NamespacedKey
, which makes it useful when dealing with Bukkit API.
Example usage
public static LiteralCommandNode<CommandSourceStack> namespacedKeyArgument() {
return Commands.literal("namespacedkey")
.then(Commands.argument("key", ArgumentTypes.namespacedKey())
.executes(ctx -> {
final NamespacedKey key = ctx.getArgument("key", NamespacedKey.class);
ctx.getSource().getSender().sendRichMessage("You put in <aqua><key></aqua>!",
Placeholder.unparsed("key", key.toString())
);
return Command.SINGLE_SUCCESS;
}))
.build();
}
In-game preview
Time Argument
The time argument allows the user to define a time frame, similar to the vanilla /time <set|time> <time>
time argument. The user has 4 possible ways of inputting time:
- Just as a number: This resolves to as usual ticks (
/timearg 1
--> 1 tick) - With a
t
suffix: This also resolves to ticks (/timearg 1t
--> 1 tick) - With a
s
suffix: This resolves as irl seconds, meaning multiplying the first number by 20. (/timearg 1s
--> 20 ticks) - With a
d
suffix. This resolves as in-game days, meaning multiplying the first number by 24000. (/timearg 1d
--> 24000 ticks)
If you choose to use this argument, it is advised to explain to the users what these suffixes mean, as here irl time (s
suffix) is mixed with in-game time (t
and d
suffix).
The ArgumentType.time()
method has one additional overload: ArgumentType.time(float mintime)
. This allows to set the minimum required amount of time. By default, this value
is set to 0.
Example usage
public static LiteralCommandNode<CommandSourceStack> timeArgument() {
return Commands.literal("timearg")
.then(Commands.argument("time", ArgumentTypes.time())
.executes(ctx -> {
final int timeInTicks = ctx.getArgument("time", int.class);
if (ctx.getSource().getExecutor() instanceof Player player) {
player.getWorld().setFullTime(player.getWorld().getFullTime() + timeInTicks);
player.sendRichMessage("Moved time forward by " + timeInTicks + " ticks!");
}
else {
ctx.getSource().getSender().sendMessage("This argument requires a player!");
}
return Command.SINGLE_SUCCESS;
})
).build();
}
In-game preview
UUID Argument
The uuid argument allows the user to input a valid uuid. You can retrieve that value as a UUID
object, which is used in various places, like Bukkit.getOfflinePlayer(UUID)
.
This argument is not very user-friendly, which is why it is suggested to only use this as a moderation or debug argument. For user input regarding offline player
retrieval, the player profiles argument is preferred, as it allows by-name lookup.
Example usage - Lookup command
public static LiteralCommandNode<CommandSourceStack> uuidArgument() {
return Commands.literal("uuid-lookup")
.then(Commands.argument("uuid", ArgumentTypes.uuid())
.executes(ctx -> {
final UUID uuid = ctx.getArgument("uuid", UUID.class);
final OfflinePlayer result = Bukkit.getOfflinePlayer(uuid);
ctx.getSource().getSender().sendRichMessage("Has <aqua><uuid></aqua> played before: <result>",
Placeholder.unparsed("uuid", uuid.toString()),
Placeholder.parsed("result", result.hasPlayedBefore() ? "<green>true</green>" : "<red>false</red>")
);
return Command.SINGLE_SUCCESS;
})
).build();
}
In-game preview
Objective Criteria Argument
You can retrieve the argument value as a Criteria
enum value, which can be used with Scoreboard objects.
Example usage
public static LiteralCommandNode<CommandSourceStack> objectiveCriteriaArgument() {
return Commands.literal("objectivecriteria")
.then(Commands.argument("criteria", ArgumentTypes.objectiveCriteria())
.executes(ctx -> {
final Criteria criteria = ctx.getArgument("criteria", Criteria.class);
ctx.getSource().getSender().sendRichMessage("Default render type for <criteria>: <rendertype>",
Placeholder.unparsed("criteria", criteria.getName()),
Placeholder.unparsed("rendertype", criteria.getDefaultRenderType().name())
);
return Command.SINGLE_SUCCESS;
}))
.build();
}