Updated:
How it works
A repeating, always active command block runs a command only for players standing on a chosen block, checked with if block ~ ~-1 ~.
1. Jump pad (slime block)
/execute as @a at @s if block ~ ~-1 ~ slime_block run effect give @s levitation 1 20 true
A higher amplifier launches players higher. On Bedrock write effect @s levitation 1 20 true.
2. Speed pad (gold block)
/execute as @a at @s if block ~ ~-1 ~ gold_block run effect give @s speed 3 5 true
3. Warp pad (emerald block)
/execute as @a at @s if block ~ ~-1 ~ emerald_block run tp @s 100 64 100
Do not put another emerald block at the destination, or players bounce back and forth.
4. Healing floor (diamond block)
/execute as @a at @s if block ~ ~-1 ~ diamond_block run effect give @s regeneration 1 4 true
See the heal command.
5. Limit to one area
/execute as @a at @s if block ~ ~-1 ~ slime_block if entity @s[x=0,y=60,z=0,dx=50,dy=20,dz=50] run effect give @s levitation 1 20 true
6. Stop fall damage
/execute as @a at @s if block ~ ~-1 ~ slime_block run effect give @s slow_falling 6 0 true
A high levitation launch hurts on landing. Add this line in a chain command block after the jump pad block for six seconds of slow falling. Water at the landing spot also works, or turn off the fall_damage game rule (fallDamage before Java 1.21.11; see the game rule list).
7. Jump boost pad
/execute as @a at @s if block ~ ~-1 ~ lime_wool run effect give @s jump_boost 2 4 true
Players are not launched; they jump higher only when they press jump. Good for parkour gaps. A bigger amplifier means a higher jump.
8. Play a sound once when stepping on
# Repeating command block
execute as @a[tag=!onpad] at @s if block ~ ~-1 ~ slime_block run playsound minecraft:entity.slime.jump master @s
# Chain 1
tag @a remove onpad
# Chain 2
execute as @a at @s if block ~ ~-1 ~ slime_block run tag @s add onpad
Without the tag, the sound repeats every tick. Players on the pad carry the tag, so only players who just stepped on hear it. See the playsound command.
Troubleshooting
- Nothing happens: check Repeat and Always Active, and the block ID.
- Fails on slabs: the check looks one block below your feet.
- Effect stuck: run /effect clear @a.
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