I would like to detect when a player attacks/hits/hurts another player or entity. I have tried to use the AttackTime tag, but it doesn't work. Here is what I have tried (on a 20HZ clock):

First command block:

scoreboard players set @a Attack 0 {AttackTime:0s}

Second command block:

scoreboard players set @a Attack 1 {AttackTime:1s}

Third command block:

tellraw @a[score_Attack_min=1] "Nice shot!"

I figured out how to do this. I use the stat.damageDealt scoreboard objective. First I run the following command once:

/scoreboard objectives add hit stat.damageDealt

Then on the 20Hz clock I do the following:

  • First command block:

    /tellraw @a[score_hit_min=1] "Nice Hit!"

  • Second command block:

    /scoreboard players reset @a[score_hit_min=1] hit

How this works is that points is added to the stat.damageDealt objective each time they hit/attack/hurt an entity or player. Then it runs the command on every player that has hurt another entity or player. When that command is done, the objective gets reset.

How I found this is that on the statistics menu from the pause menu, there is a statistic called Damage Dealt.


In Minecraft 1.9, use the repeating command block instead of a 20Hz clock.

  • I've been working on a different solution, which is much more complicated. I feel stupid now.
    – MrLemon
    Jul 6 '15 at 11:41
  • 2
    @MrLemon Oh, well you can post it, maybe it will be helpful to some players. Jul 6 '15 at 11:42
  • @MrLemon That is if it is done. Jul 6 '15 at 11:42
  • I ended up using something I found out while fiddling around with my solution (which was just awful to be hones) to upgrade your solution.
    – MrLemon
    Jul 6 '15 at 12:12
  • I'm a little surprised that stat.damageDealt isn't further subdivided into the various mobs and players.
    – MBraedley
    Jul 6 '15 at 21:07

This answer is based on @CommandFox's answer and my own (totally awful) idea for a solution. However, I found that combination of the two adds a possible limitation to hurting specific entities.

First, create two scoreboard objectives: didDamage and hurtTime

scoreboard objectives add didDamage stat.damageDealt
scoreboard objectives add hurtTime dummy

Then, create a fill clock and run the following commands:

scoreboard players add @e hurtTime 1 
scoreboard players set @e hurtTime 0 {HurtTime:0s}

execute @e[score_hurtTime_min=1,score_hurtTime=1] ~ ~ ~ tellraw @a[score_didDamage=1] "Nice hit!"
scoreboard player set @a didDamage 0

So far, we have gained nothing by using the hurtTime objective. The main benefit of it is that it can be limited using its target selector. For example, using

scoreboard players add @e[type=Zombie] hurtTime 1 
scoreboard players set @e[type=Zombie] hurtTime 0 {HurtTime:0s}

makes it so that the message only appears when you actually hit a zombie. Using multiples of this command block pair makes it possible to select multiple entities.

  • This solution is great for when you want to limit the mobs or players that the player may hit. Thank you. Jul 6 '15 at 12:20
  • @CommandFox I'm just glad I was able to salvage something useful from my attempt after all. For players, you could also use stat.damageTaken instead, but stat-objectives do not work for other entities.
    – MrLemon
    Jul 6 '15 at 12:26
  • Incidentally, I found out that after hitting a mob, it is invincible (glowing red) for exactly 10 ticks (1/2 sec).
    – MrLemon
    Jul 6 '15 at 12:27
  • Yes, thank you for your help. I have a use for this on one of my command block minigames. Jul 6 '15 at 12:27
  • Wow, I didn't even know that. Thanks :D Jul 6 '15 at 12:31

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