00// 01 02 03 04 0x ; + - * / % ^ && || > >= < <= == != = += -> <> ! ~ , : ... ( ) not fact rand reset_seed sin cos tan asin acos atan atan2 sinh cosh tanh sec csc sech csch cot acot coth asinh acosh atanh rad deg log log10 log1p sqrt max min abs round floor ceil then sum difference product quotient equal unique increasing decreasing nonincreasing nondecreasing or and bitwise_or bitwise_and bitwise_xor bitwise_shift_left bitwise_shift_right bitwise_roll_left bitwise_roll_right bitwise_not bitwise_popcount double_to_long_bits long_bits_to_double mandelbrot relu perlin simplex print return exit throw try task task_thread task_count task_value task_join task_completed synchronize task_dock system_variable_get system_variable_set l join split slice sort sort_key range m keys values pairs copy get put has delete var undef vars if loop map filter first all c_for for while reduce continue break import call outer type hash_code bool number str length sleep time profile_expr lower upper title replace replace_first block pos pos_offset solid air liquid flammable transparent opacity blocks_daylight emitted_light light block_light sky_light effective_light see_sky brightness hardness blast_resistance top loaded suffocates power ticks_randomly update block_tick random_tick in_slime_chunk set without_updates blocks_movement block_sound material map_colour block_state block_list block_tags block_data poi set_poi place_item set_biome biome loaded_status generation_status sample_noise inhabited_time spawn_potential chunk_tickets plop harvest destroy create_explosion structure_eligibility structures structure_references set_structure reset_chunk reload_chunk create_datapack add_chunk_ticket convert_date unix_time display_title scoreboard scoreboard_add scoreboard_remove scoreboard_display scoreboard_property team_add team_list team_remove team_leave team_property create_screen close_screen screen_property bossbar player spawn entity_id entity_list entity_area entity_selector query modify entity_event entity_load_handler entity_types item_list item_tags stack_limit item_category recipe_data crafting_remaining_item item_display_name inventory_size inventory_has_items inventory_get inventory_set inventory_find inventory_remove drop_item scan volume neighbours rect diamond format logger sound particle particle_line particle_rect system_info handle_event signal_event run save tick_time world_time day_time last_tick_times game_tick current_dimension in_dimension view_distance schedule nbt draw_shape create_marker remove_all_markers load_app_data store_app_data read_file write_file delete_file list_files escape_nbt parse_nbt encode_nbt tag_matches statistic nbt_storage euler pi null true false x y z p _ _i _a _x _y _z _trace global_ __command() -> __config() -> __on_chunk_generated(x, z) -> __on_chunk_loaded(x, z) -> __on_close() -> __on_player_attacks_entity(player, entity) -> __on_player_breaks_block(player, block) -> __on_player_clicks_block(player, block, face) -> __on_player_changes_dimension(player, from_pos, from_dimension, to_pos, to_dimension) -> __on_player_chooses_recipe(player, recipe, full_stack) -> __on_player_collides_with_entity(player, entity) -> __on_player_deploys_elytra(player) -> __on_player_drops_item(player) -> __on_player_drops_stack(player) -> __on_player_finishes_using_item(player, item_tuple, hand) -> __on_player_interacts_with_block(player, hand, block, face, hitvec) -> __on_player_interacts_with_entity(player, entity, hand) -> __on_player_jumps(player) -> __on_player_picks_up_item(player, item) -> __on_player_placing_block(player, item_tuple, hand, block) -> __on_player_places_block(player, item_tuple, hand, block) -> __on_player_releases_item(player, item_tuple, hand) -> __on_player_rides(player, forward, strafe, jumping, sneaking) -> __on_player_right_clicks_block(player, item_tuple, hand, block, face, hitvec) -> __on_player_starts_sneaking(player) -> __on_player_starts_sprinting(player) -> __on_player_stops_sneaking(player) -> __on_player_stops_sprinting(player) -> __on_player_swings_hand(player, hand) -> __on_player_switches_slot(player, from, to) -> __on_player_swaps_hands(player) -> __on_player_takes_damage(player, amount, source, entity) -> __on_player_trades(player, entity, buy_left, buy_right, sell) -> __on_player_uses_item(player, item_tuple, hand) -> __on_player_wakes_up(player) -> __on_player_escapes_sleep(player) -> __on_statistic(player, category, event, value) -> __on_start() -> __on_tick() -> __on_tick_ender() -> __on_tick_nether() -> __on_player_takes_damage(player, amount, source, source_entity) -> __on_player_deals_damage(player, amount, entity) -> __on_player_dies(player) -> __on_player_respawns(player) -> __on_player_disconnects(player, reason) -> __on_player_connects(player) -> __on_player_message(player, message) -> __on_explosion(pos, power, source, causer, mode, fire) -> __on_explosion_outcome(pos, power, source, causer, mode, fire, blocks, entities) -> $ 00' 01\ 02' 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23