
The game processes other subcommands before processing run subcommands, so the run subcommand cannot affect other subcommands.
All entities are teleported to one block in front of the executor: execute at as run tp ^ ^ ^1. All entities move one block forward: execute as at run tp ^ ^ ^1. The game processes these subcommands in order from front to end, for example, the following commands are different: A run subcommand or a condition subcommand finalizes the command, otherwise the command does nothing.
But the run subcommand can only be used once and must be put at the end of the subcommands chain. Subcommands other than the run subcommand can be arranged arbitrarily and used multiple times.
run subcommand is used for carrying out another command.Īll needed sub-commands can be concatenated together. Store subcommands can store the return values of the command in a scoreboard or the data of an entity, block entity, or storage, and can also change the maximum or current value of a boss bar. Condition subcommands are used to test whether certain conditions are true and output results or limit conditions of execution. Modify subcommands modify command variables and change the situation the command is executed, and execute subcommands following it with specific executor(s), execution position(s), execution dimension(s), execution rotation(s) and execution anchor. Subcommands are divided into 4 categories: modify subcommands, condition subcommands, store subcommands, and run subcommand. Multiple sub-commands are connected after /execute. In Java Edition, there are twelve instructions (or sub-commands) for the /execute command.