ArgumentNode

Functions

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abstract fun advancement(): IcemmandArgument<Advancement>
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abstract fun angle(): IcemmandArgument<Float>
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abstract fun blockPosition(type: PositionLoadType = PositionLoadType.LOADED): IcemmandArgument<BlockPosition3D>
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abstract fun blockPredicate(): IcemmandArgument<(Block) -> Boolean>
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abstract fun blockState(): IcemmandArgument<BlockState>
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abstract fun bool(): IcemmandArgument<Boolean>
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abstract fun color(): IcemmandArgument<TextColor>
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abstract fun component(): IcemmandArgument<Component>
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abstract fun compoundTag(): IcemmandArgument<JsonObject>
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abstract fun dimension(): IcemmandArgument<World>
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abstract fun displaySlot(): IcemmandArgument<DisplaySlot>
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abstract fun double(minimum: Double = -Double.MAX_VALUE, maximum: Double = Double.MAX_VALUE): IcemmandArgument<Double>
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abstract fun <T> dynamic(type: StringType = StringType.SINGLE_WORD, function: IcemmandSource.(context: IcemmandContext, input: String) -> T?): IcemmandArgument<T>
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open fun <T : Enum<T>> dynamicByEnum(set: EnumSet<T>, tooltip: (T) -> ComponentLike? = null): IcemmandArgument<T>
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open fun <T> dynamicByMap(map: Map<String, T>, type: StringType = StringType.SINGLE_WORD, tooltip: (T) -> ComponentLike? = null): IcemmandArgument<T>
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abstract fun enchantment(): IcemmandArgument<Enchantment>
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abstract fun entities(): IcemmandArgument<Collection<Entity>>
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abstract fun entity(): IcemmandArgument<Entity>
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abstract fun executes(executes: IcemmandSource.(IcemmandContext) -> Unit)
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abstract fun float(minimum: Float = -Float.MAX_VALUE, maximum: Float = Float.MAX_VALUE): IcemmandArgument<Float>
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abstract fun function(): IcemmandArgument<() -> Unit>
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abstract fun int(minimum: Int = Int.MIN_VALUE, maximum: Int = Int.MAX_VALUE): IcemmandArgument<Int>
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open operator fun String.invoke(vararg arguments: Pair<String, IcemmandArgument<*>>, init: IcemmandNode.() -> Unit)
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abstract fun item(): IcemmandArgument<ItemStack>
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abstract fun itemPredicate(): IcemmandArgument<(ItemStack) -> Boolean>
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abstract fun long(minimum: Long = Long.MIN_VALUE, maximum: Long = Long.MAX_VALUE): IcemmandArgument<Long>
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abstract fun message(): IcemmandArgument<Component>
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abstract fun mobEffect(): IcemmandArgument<PotionEffectType>
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abstract fun objective(): IcemmandArgument<Objective>
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abstract fun objectiveCriteria(): IcemmandArgument<Criteria>
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abstract fun particle(): IcemmandArgument<Particle>
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abstract fun player(): IcemmandArgument<Player>
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abstract fun players(): IcemmandArgument<Collection<Player>>
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abstract fun profile(): IcemmandArgument<Collection<PlayerProfile>>
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abstract fun recipe(): IcemmandArgument<Recipe>
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abstract fun requires(requires: IcemmandSource.() -> Boolean)

명령 실행에 필요한 권한을 체크합니다.

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abstract fun score(): IcemmandArgument<String>
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abstract fun slot(): IcemmandArgument<Int>
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abstract fun string(type: StringType = StringType.SINGLE_WORD): IcemmandArgument<String>
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abstract fun summonableEntity(): IcemmandArgument<NamespacedKey>
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abstract fun swizzle(): IcemmandArgument<EnumSet<Axis>>
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abstract fun team(): IcemmandArgument<Team>
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abstract fun then(argument: Pair<String, IcemmandArgument<*>>, vararg arguments: Pair<String, IcemmandArgument<*>>, init: IcemmandNode.() -> Unit)
abstract fun then(name: String, vararg arguments: Pair<String, IcemmandArgument<*>>, init: IcemmandNode.() -> Unit)
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abstract fun time(): IcemmandArgument<Int>
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abstract fun uuid(): IcemmandArgument<UUID>