Companion

Functions

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open override fun advancement(): IcemmandArgument<Advancement>
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open override fun angle(): IcemmandArgument<Float>
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open override fun blockPredicate(): IcemmandArgument<(Block) -> Boolean>
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open override fun blockState(): IcemmandArgument<BlockState>
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open override fun bool(): IcemmandArgument<Boolean>
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open override fun color(): IcemmandArgument<TextColor>
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open override fun component(): IcemmandArgument<Component>
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open override fun compoundTag(): IcemmandArgument<JsonObject>
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open override fun dimension(): IcemmandArgument<World>
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open override fun displaySlot(): IcemmandArgument<DisplaySlot>
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open override fun double(minimum: Double, maximum: Double): IcemmandArgument<Double>
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open override fun <T> dynamic(type: StringType, function: IcemmandSource.(context: IcemmandContext, input: String) -> T?): IcemmandArgument<T>
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open override fun <T : Enum<T>> dynamicByEnum(set: EnumSet<T>, tooltip: (T) -> ComponentLike?): IcemmandArgument<T>
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open override fun <T> dynamicByMap(map: Map<String, T>, type: StringType, tooltip: (T) -> ComponentLike?): IcemmandArgument<T>
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open override fun enchantment(): IcemmandArgument<Enchantment>
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open override fun entities(): IcemmandArgument<Collection<Entity>>
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open override fun entity(): IcemmandArgument<Entity>
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open override fun float(minimum: Float, maximum: Float): IcemmandArgument<Float>
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open override fun function(): IcemmandArgument<() -> Unit>
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open override fun int(minimum: Int, maximum: Int): IcemmandArgument<Int>
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open override fun intRange(): IcemmandArgument<IntRange>
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open override fun item(): IcemmandArgument<ItemStack>
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open override fun itemPredicate(): IcemmandArgument<(ItemStack) -> Boolean>
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open override fun long(minimum: Long, maximum: Long): IcemmandArgument<Long>
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open override fun message(): IcemmandArgument<Component>
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open override fun mobEffect(): IcemmandArgument<PotionEffectType>
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open override fun objective(): IcemmandArgument<Objective>
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open override fun objectiveCriteria(): IcemmandArgument<Criteria>
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open override fun particle(): IcemmandArgument<Particle>
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open override fun player(): IcemmandArgument<Player>
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open override fun players(): IcemmandArgument<Collection<Player>>
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open override fun position(): IcemmandArgument<Position3D>
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open override fun position2D(): IcemmandArgument<Position2D>
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open override fun profile(): IcemmandArgument<Collection<PlayerProfile>>
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open override fun recipe(): IcemmandArgument<Recipe>
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open override fun rotation(): IcemmandArgument<Rotation>
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open override fun score(): IcemmandArgument<String>
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open override fun scores(): IcemmandArgument<Collection<String>>
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open override fun slot(): IcemmandArgument<Int>
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open override fun string(type: StringType): IcemmandArgument<String>
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open override fun summonableEntity(): IcemmandArgument<NamespacedKey>
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open override fun swizzle(): IcemmandArgument<EnumSet<Axis>>
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open override fun team(): IcemmandArgument<Team>
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open override fun time(): IcemmandArgument<Int>
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open override fun uuid(): IcemmandArgument<UUID>