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linkFunctions

Functions represent reusable pieces of logic callable in a datapack.

Create a function with the function builder:

function("my_function") {
	say("Hello world!")
}
Kotlin

Then in game, call the function with /function my_datapack:my_function.

The function builder returns a FunctionArgument object that you can reuse to call the function from other functions:

val myFunction = function("my_function") {
	say("Hello world!")
}

function("my_second_function") {
	function(myFunction)
}
Kotlin

linkTags

You can set the tag of the current function you're working in with the setTag function:

function("my_function") {
	setTag(tagFile = "load", tagNamespace = "minecraft")
}
Kotlin

This will add the function to the minecraft:load tag.

But you have simpler builders for the most common tags:

load {
	say("Hello world!")
}

tick {
	execute {
		ifCondition(myPredicate)

		run {
			say("Hello world!")
		}
	}
}
Kotlin
  • load tag: minecraft:load
  • tick tag: minecraft:tick

This will create functions with randomly generated names, but you can also specify the name of the function:

load("my_load_function") {
	say("Hello world!")
}
Kotlin

linkCommands

Many common commands have convenience builders like say, teleport, etc.

For example:

function("commands") {
	say("Hello!") // say command
	teleport(player("Steve"), 100.0, 64.0, 100.0) // tp command
}
Kotlin

You can also build raw command strings and execute them:

addLine("say Hello from raw command!")
Kotlin

Note: This is not recommended, but can be useful for commands not yet supported by the DSL, or if you use Macros.

linkAvailable Commands

All commands from the version cited in the README are available.

linkCustom Commands

You can pretty easily add new commands by creating your own builders. For example, imagine you created a mod that adds a new command /my_command that takes a player name and a message as arguments.

You can create a builder for this command like this:

import io.github.ayfri.kore.functions.Function

fun Function.myCommand(player: String, message: String) = addLine(command("my_command", literal(player), literal(message)))
Kotlin

Then you can use it like any other command:

function("my_function") {
	myCommand("Steve", "Hello!")
}
Kotlin

For commands that take complex types as arguments, you should use the .asArg() function inside literal() function. For Argument types, you don't have to use this.

See the code of the repository for more examples.
Link to time command.
Link to weather command.

linkComplex Commands

Some commands are more complex and require more than just a few arguments. For example, the execute or data commands.

In that case, you can use complex builders that includes all the arguments of the command. But the syntax may vary depending on the command and you should definitely check the tests to see how to use them.

An example of the execute command:

execute {
	asTarget(allEntities {
		limit = 3
		sort = Sort.RANDOM
	})

	ifCondition {
		score(self(), "test") lessThan 10
		predicate(myPredicate)
	}

	run { // be sure to import the run function, do not use the one from kotlin.
		teleport(entity)
	}
}
Kotlin

You can use predicates in the ifCondition block to check complex conditions. See the Predicates documentation for more details.

You may also have commands where you can create "contexts".

An example of the data command:

data(self()) {
	modify("Health", 20)
	modify("Inventory[0]", Items.DIAMOND_SWORD)
}
Kotlin

linkMacros

See Macros.

linkGenerated Functions

The same way the load and tick builders generate functions with random names, the execute builder also generates a function with a random name if you call multiple commands inside the run block.

execute {
	run {
		say("Hello world!")
		say("Hello world2!")
	}
}
Kotlin

This will generate a function with a random name that will be called by the execute command.

Note: The generated functions will be generated inside a folder named generated_scopes in the functions folder. You can change the folder to whatever you want in Configuration.

Note: The generated name will have this pattern generated_${hashCode()}, where hashCode() is the hash code of the function. This means that if you use the same execute builder multiple times, it will generate the same function name and reuse the same function.

linkDebugging

You have multiple ways to debug your functions. First, a debug function is available, it is pretty much the same as tellraw but always displaying the message to everyone.

function("my_function") {
	debug("Hello world!", Color.RED)
}
Kotlin

You also have a debug block for printing a log message to the console for each command you call inside the block.

function("my_function") {
	debug {
		say("hello !")
	}
}
Kotlin

This will add a command call to tellraw command, writing the exact command generated, clicking on the text will also call the command. Example of what is generated:

say hello !
tellraw @a {"text":"/say hello !","clickEvent":{"action":"suggest_command","value":"/say hello !"},"hoverEvent":{"action":"show_text","value":{"text":"Click to copy command","color":"gray","italic":true}}}
Mcfunction

The last example is a function call to startDebug() (which is called by the debug block), this will add log messages to the start and the end of the function, plus a log message for each command called inside the function.

tellraw @a [{"text":"Running function ","color":"gray","italic":true},{"text":"my_datapack:my_function","color":"white","bold":true,"clickEvent":{"action":"run_command","value":"/function my_datapack:my_function"},"hoverEvent":{"action":"show_text","value":{"text":"Click to execute function","color":"gray","italic":true}},"italic":true}]
say hello !
tellraw @a {"text":"/say hello !","clickEvent":{"action":"suggest_command","value":"/say hello !"},"hoverEvent":{"action":"show_text","value":{"text":"Click to copy command","color":"gray","italic":true}}}
tellraw @a [{"text":"Finished running function ","color":"gray","italic":true},{"text":"my_datapack:my_function","color":"white","bold":true,"clickEvent":{"action":"run_command","value":"/function my_datapack:my_function"},"hoverEvent":{"action":"show_text","value":{"text":"Click to execute function","color":"gray","italic":true}},"italic":true}]
Mcfunction

You can call the command by clicking on the debug texts added.

Also running toString() in a function will return the generated function as a string, so you can manipulate it as you want.