I'm new to commands but I made a few which are a bit complicated, in 1.12.2. But recently after the Aquatic update, I've been unable to use commands to give me items stronger than the enchantment book maximum level. I would like to make a command where I can get items with enchantments of 999. How can I do this?  I have a solution but it gets annoying: go on 1.12.2, use the command for items, turn Minecraft off, and reload it on 1.3.1. The item will be saved in my toolbar. But like I said, this is pretty annoying. Is there another way to do this?
5333
I'm making a map where I want players to be able to choose there kits/classes. The problem I'm having with it though is giving players already enchanted Tools/Armour/Weapons.  I'm not sure if you can use the /give [player] [item] [amount] because you'll have to use the whole {} thing and I'm not sure how to make enchanted Tools/Armour/Weapons using that.  Can anyone help?
111089
In a map I'm making I have a command block loop, and for every time it loops all players speed increases by 1 tier. Anyone know how to do this?
58988
According to , using §1 in an item's name should make the text colored dark blue.  However, when I copy-paste a command like this one into chat:  /give @p diamond_sword{display:{Name:"{\"text\":\"§1Sword\"}"}}   it comes out like this:  /give @p diamond_sword{display:{Name:"{\"text\":\"1Sword\"}"}}   See the problem? I can't copy § into chat!  Which means the name ends up being "1Sword" rather than "Sword" colored dark blue.  Why can't I copy § into chat? What can I do to fix it?  Note: I've tested this issue on Minecraft versions 1.14.3 and 1.12.2. It worked the same on both. Feel free to leave a comment if you need more details.
20710
I am working on a game that uses commands in such a way that players disconnecting then reconnecting could break the commands. I was wondering if there is a way to detect when players join the game in 1.13.2 and run a command to give them an item. When I researched this, I found solutions for older versions using /testfor or stat.leaveGame, but those seem to be outdated in 1.13. If someone could show me the commands to use as well as the layout for command blocks/redstone that would be great. It can be for the second time they join only, or for all times that they do. Thanks
1938
Are you looking for how to use /setblock with blocks with data? See .  How do I get a block with data in my inventory so I can place it myself? In Java Edition, these commands work: give @s chest{BlockEntityTag:{Items:[{id:&quot;diamond&quot;,count:10b}]}} give @s sign{BlockEntityTag:{Text1:&quot;{\&quot;text\&quot;:\&quot;foo\&quot;,\&quot;bold\&quot;:true}&quot;}}  How can I do this in Bedrock Edition, where there is no access to NBT tags from commands?
53223
Java Edition has the CanPlaceOn and CanDestroy NBT tags, which are used to restrict the blocks an item can be placed on and destroy respectively (in adventure mode). For example, the following commands give the player a stone block that can only be placed on grass and dirt, and a netherite axe that can only destroy pumpkins: give @s stone{CanPlaceOn:[&quot;minecraft:grass&quot;,&quot;minecraft:dirt&quot;]} give @s netherite_axe{CanDestroy:[&quot;minecraft:pumpkin&quot;]}  How can I do this in Bedrock Edition?
89705
In Adventure mode, I'm trying to let a player get blocks that he can place later, is there a way to do it directly or do I have to change them in his inventory?  Situation: The player gets a tool that will allow him to clear a boulder blocking the road. Further down the path, he encounters a broken bridge, and I want him to use the blocks he gathered before to rebuild it.  At the moment, if I build the boulder with blocks having the CanPlaceOn tag, the tag disappear when the player destroys them and they go in its inventory.
11754
I'm building a CTF map of sorts, using command blocks in vanilla 1.8. I've discovered two commands for detecting if an item is in a players inventory:  /clear @a[team=Red] banner 4 0  /testfor @a[team=Red] {Inventory:[{id:"minecraft:banner"}]}  Those work fine, unless you want to perform a command ON the player carrying that item. For example: I want to cause the player who picks up a banner of the opposite team, to automatically equip that banner in their head slot with a command similar to this:  /replaceitem entity @a[???????] slot.armor.head banner 1 4  Can this be done? If not, is there a way to mark a specific player carrying an item using scoreboards?
48226
I know that I can make certain blocks only placeable on a specified block, but what is the command to give an item that can only BREAK certain blocks?
66520
I am on a multiplayer Minecraft realm in 1.16 and I was wondering if there was any way to set a chest's Items to a player's entire Inventory including the offhand and armor slots. Using data modify &lt;chest coordinates&gt; Items set from entity &lt;player&gt; Inventory, I was only able to copy over the hotbar and the top two rows of a player's inventory. I honestly don't care if it takes 50 command blocks, any response is gladly appreciated.
54041
In  video, he uses a command block to give him jump boost while he is wearing his Boots of Leaping.  I am trying to imitate this for a multiplayer map I am making. Wearing golden boots called "Stealth Boots" is supposed to give that player invisibility. I am using this command:  /effect @a[Inventory:[{Slot:100b,tag:{display:{Name:"Stealth Boots"}}}]] 14 30000 200  I do know that in the video he is using a /testfor command, but since I'm making a multiplayer map in order to use this technique I'd have to define a scoreboard variable for each player - and even then, the players would be finite. Thus, I want to be able to use the command DIRECTLY.  When I use that command, it either says "That player cannot be found" or "The entity UUID provided is in an invalid format" - the former of which I'm familiar with; the later I've barely ever seen before.  So, my method doesn't seem to work - how do I fix it?
59781
Story A unique quirk about the /clear command is that it can clear items from the player's cursor, i.e. the one that is picked up and moving from slot to slot. Using this and conditional command blocks, I can detect when someone clicks on an item slot to pick it up. This is useful when I want to prevent a user from removing items from the chest. A method that I used to detect this is shown . Problem method doesn't work if the chest's contents are constantly changing. So I had this idea, to give each item a custom NBT tag like LockedInChest:1b and use my earlier method to detect if items with this tag were removed. Now I've run into a roadblock. It was all smooth sailing until I realized that you can't specify NBT in the /clear command without specifying an item. For example, I can match &quot;stone with my NBT tag&quot;, or &quot;stone with any NBT tag&quot;, but I can't mention &quot;any item with my NBT tag&quot;. Core question How can I specify NBT only in the /clear command, and have it work for any item? Past trials (all failures) What if I could just remove the item name and keep the NBT? /clear @s minecraft:stone{NBT}  ↓ /clear @s {NBT}   Can I just specify the namespace? minecraft: /clear @s minecraft:stone{NBT}  ↓ /clear @s minecraft:{NBT}  and /clear @s minecraft{NBT}   Is there a keyword for any item? /clear @s minecraft:stone{NBT}  ↓ /clear @s minecraft:any{NBT}  and /clear @s minecraft:all{NBT}
107797
My problem is that I want to give every player on the same height as an area_effect_cloud within a radius of 25 blocks a scoreboard called 'stunned'.  The command for that would look something like this:  /execute @e[type=area_effect_cloud] ~ ~ ~ /scoreboard players set @a[y=~,r=25] stunned 1   But the only problem is that the y=~ is not a thing in Minecraft, does anyone have a solution to this, that isn't 1 or more command block for every height?
22641
I am in 1.13 Pre-Release 7 trying to make a one command creation and I need an item with a specific name. The command I use is /give @p diamond_sword{display:{Name:"Sword of Power"}} and it gives my a diamond sword, but it doesn't have the name.   This is me running the command.   This is the command not working.
32249
In a map I'm making the player has to survive while locked in a maze. To stop them from breaking out, they will be in adventure mode. However, I still want them to be able to craft items and use them with specified blocks. I have tried several methods already but they all have a flaw.  One method is to have a scoreboard objective called item and giving certain item entities a specific score using something like:  /scoreboard players set @e[type=Item] item 1 {Item:{id:"minecraft:sapling"}}   Then it is possible to select these items with:  /entitydata @e[type=Item,score_item=1,score_item_min=1] {Item:{tag:{CanPlaceOn:["dirt"],HideFlags:24}}}   This works but it requires the item to be dropped, which isn't a problem for saplings, but for tools and other craftable items, it becomes a hassle.  To fix this, I'm currently clearing tools without damage and giving the player a slightly damaged tool in return:  /clear @a minecraft:stone_axe 0 1   /give @a minecraft:stone_axe 1 1 {CanDestroy:["log","log2","leaves","leaves2"],HideFlags:24}   This doesn't work for items without damage values (e.g. torches), but I don't mind these having to be dropped as there aren't too many of these. However, there is another problem. In the nether, the player will have access to an enchantment table and an anvil. This means they can repair enchanted tools, which will cause them to be cleared and replaced with unenchanted ones as soon as they go back to the overworld.  I also thought about using a stat.craftItem scoreboard objective and giving them the usable item if they craft it. However, this would result in the player having a duplicate of every item they crafted, as I think it is impossible to select an item without NBT-data in the /clear command.  Is there any way to make this work? And if not, would it be better to have the player drop all crafted items or have duplicates of them all?
11930
I am trying to make an effect trail for a specific weapon in MC, a bow with power 120.  I want to use a command block to target any arrow with the damage it should be doing (63) and summon a trail of splash potions.  I also want to kill any arrow entities that have inGround=True  Is there any way to do this or do I have to come up with something else?  Attempt:  /execute @e[type=Arrow,damage=63,inGround=0] ~ ~ ~ summon ThrownPotion ~ ~ ~ {Potion:{id:potion,Damage:8197}} /kill @e[type=Arrow,inGround=True]   Each unfortunately just affects all arrows.  Is this even possible?
87292
This is the command I entered in the command block: testfor @p {Inventory:[{id:minecraft:diamond,Count:10}]}  But it doesn't seem to work. What am I doing wrong?