
Calculator
Execute Builder
Build an /execute command step by step: who, where, conditions and stores, with a line in plain words for every step.
Steps, in order
- 1as: run as entities
- 2at: run where entities are
- 3block: a block is there
Without a command the chain has to end on a condition: the game then says whether the test passed.
What it does
- As each of
@a - at where each of
@sis (position, rotation, dimension) - only if the block at
~ ~-1 ~isgrass_block - then runs
say I am standing on grass
Command
/execute as @a at @s if block ~ ~-1 ~ grass_block run say I am standing on grass80 characters
For Java Edition 26.3. Every form this tool writes was run through the game's own command parser.
| as | Who runs the rest: each entity it finds, one after another |
| at | Where: the position, rotation and dimension of each entity |
| positioned | Only the position |
| rotated | Only the rotation |
| facing | Turns to look at a point or an entity |
| align | Rounds the position down to the block |
| anchored | Whether ^ ^ ^ starts at the eyes or the feet |
| in | The dimension, with the same coordinates |
| on | Switches to a related entity, like the vehicle or the owner |
| summon | Summons an entity and runs as it |
| block | A block or #tag is at a position |
| blocks | Two areas hold the same blocks |
| entity | A selector finds anything |
| score | A score is in a range, or compares with another |
| data | An entity, block or storage has data at a path |
| items | An entity or container holds an item in given slots |
| predicate | A data pack predicate passes |
| biome | The biome at a position |
| dimension | The dimension it runs in |
| loaded | The chunk at a position is loaded |
| function | A function returns something other than 0 |
| score | A score of each holder |
| entity | A number in an entity's data, times a scale |
| block | A number in a block entity's data, times a scale |
| storage | A number in command storage, times a scale |
| bossbar | The value or max of a boss bar |
| Order matters | as changes who runs the command but not where; at changes where but not who, so as @a at @s runs at each player |
| Without run | The chain has to end on a condition; the game then says whether it passed and, for entity tests, how many matched |
| result or success | store result keeps the command's number, store success keeps 1 if it worked and 0 if not |
| One entity | Scores, data and stores that read one entity need @s, @p, @r, @n, a name or limit=1 |
| Branches | Each entity found by as or at runs the rest once; the game rule max_command_forks (65536) caps them |
| Data pack ids | predicate and function take ids from a data pack, which the game checks while reading the command; if function also needs run after it |
| Checked in the game | Every subcommand and condition, both ways round, was parsed by the game |





