Yes, the "generic.attackSpeed" attribute is what determines this. Players will start with a "Base" value of 4.0 (as of the latest snapshot), so any modifiers added will be changing that value. If you reduce their Base to 0.0, they will be incapable of "recovering" after attacking.
Use 'dx' 'dy' and 'dz' to specifiy cubic areas, they only go positive so if you want to center something you should move the starting point a bit to the negative.
dx/dy/dz can be negative now, it was changed at the end of 1.8 snapshots.
Hello. I was going to make a new post about this but since I got you here I think it would be good to to ask my question right here and now instead of making a post about it, wrong?
Is there a way to use the /testfor command on an area in the shape of a wall? As far as I know, you can only use the [radius] specifier which selects an area in the shape of a sphere.
You can make a new thread by clicking "New Thread" button. You should not post unrelated questions in other threads as that's considered hijacking and off-topic: http://i.imgur.com/zYj5awP.png
"Name" is just the name to identify the attribute. It can be anything you want but it is required. "Operation" determines what mathematical function is used with the value. The wiki details operations here: http://minecraft.gamepedia.com/Attribute#Operations
I've noticed that even when you're recovering after attacking, u are still able to left click while blade/item is recovering and essentially attack. When you do that, does damage reduce when attacking while blade is recovering? Or does the blade to the exact same amount of damage or it does no damage at all...
I've noticed that even when you're recovering after attacking, u are still able to left click while blade/item is recovering and essentially attack. When you do that, does damage reduce when attacking while blade is recovering? Or does the blade to the exact same amount of damage or it does no damage at all...
When recovering, the amount of damage you deal is significantly less.
Is it also intentional that items that do custom damage have no cooldown? Like a gold sword dealing 8 hearts?
Yes, all hidden/default modifiers are ignored when you add the "AttributeModifiers" tag to an item, which includes "attackDamage" and now "attackSpeed" for weapons and "armor" for armor. You would need to redefine the attackSpeed of the item. The wiki has a list of default modifiers here, under the "Attributes" section.
Does the UUID actually matter and have to be specific? I'd like to know so I know if I need a /give command generator
The UUID does matter if you want effects from NBT to stack.
EXAMPLE: Joe gets a sword that boosts his speed by 20%. The UUID of that item is 1. He also gets boots that increase his speed by 10%. The UUID of that item is 2. Because they have different UUIDs, the effects will stack, so Joe will get a total speed boost of 30%. If the UUIDs were the same, Joe would only get the 20% speed boost from the boots because the boots have the same UUID as the sword, and it gives a higher speed boost.
I wanted to make a special hoe item. This stone hoe would be named, have a lore, do 50 attack damage and have no attack cool down, and on top of that it would be an ITEM ENTITY, so it would be created through /summon. Any help
Are you able to make the item only fast when holding it in your main hand?
Yes, you can do this by specifying which slot stats should take effect in, (mainhand, offhand, head, chest, legs or feet) For example, here's a modified diamond axe that applies it's affects when in your main hand (Command taken from the wiki):
That will give the axe +20 damage when you wield it in your main hand. This can also be done for any other modifier that applies to items, such as attack speed or knockback resistance. Currently, if you do not specify the slot, it will add the attribute for all options.
I assume you wanted this as an item entity so you could spawn it at a location rather than give it to a player directly? Regardless, you can do that with the following command (I left it spaced/edited so it was easier to read in general xP):
Now prepare for a long rant about this stupidly long command!
-Firstly, the ~ notation for where it's spawned is irrelevant, you can make those whatever you like.
-Moving on, the Item:{} segment seems a bit..redundant, but it's necessary.
-id: is obviously the item's data value. I believe you can also remove the "minecraft:" part, or use it's number value.
-Count:1 is oddly important to this. If you do not include it, the item should spawn, but you will not be able to pick it up.
-tag:{} represents any special data we want to add to an item/entity, like with enchantments, custom potion effects for potions/tipped arrows, etc. This is where a lot of what you're looking for is stored.
-display:{} holds things like the item's name and lore. As you can see, Name: does not require any special format; however, Lore:[] does, in the form of the brackets. New lines can also be added to lore text by placing commas where you want to start a new line. New lines are not added automatically, so this can be important with longer lores.
-AttributeModifiers:[ {} , {} ] deals with different statistics used by entities and items, among other things. the AttributeName:" " must be specific; however, the Name:" " does not need to be called anything specific (I do not know if naming two attributes on one item the same thing causes errors). Amount: obviously tells you by how much you want to increase/decrease the attribute value. You may use decimal points and negative integers for this value. Operation: refers to if you multiply or add the amount. 0 = Add, 1 = Multiply. UUIDMost: and UUIDLeast: are things I am not quite familiar with, but I read that if you want stats on different items to stack (For example, a sword with +10% movespeed and boots with +10% movespeed), you must make the UUID values for those different, or they will not stack. I have not tried this, so I am not sure.
-One last thing to note is that I picked an arbitrary value for the attack speed. It might not need to be that high, especially with things like damage immunity rendering high attack speeds irrelevant. Feel free to change it to suit your needs.
Hope this was helpful. I realize that you might already know some of this stuff, I just go overboard >.>
Edit: Also, here are links to the Attribute and NBT tag pages, so you can look stuff up if you need to ^^
Edit+: I feel a bit dumb due to the fact that the thing about Attribute stacking and UUIDs was literally on this thread, and I completely forgot, oops xD
Hey! Im attempting to make a hidden blade in vanilla mc, and i need and i need an EXTREMLY Low attack speed, but every time i try to go into negatives, it just doesn't attack at all. any help? thanks!
every time I try to make a custom attack speed weapon, I get a weapon with a generic attack speen, even faster than a diamond sword. any help? I just can't get a slower attack speed than this...
every time I try to make a custom attack speed weapon, I get a weapon with a generic attack speed, even faster than a diamond sword. any help? I just can't get a slower attack speed than this...
Try using negative numbers for the attack speed. that will make it slower, if that is what you wanted.
Could you use /give command to give a player an item with a set attack speed?
Yes, the "generic.attackSpeed" attribute is what determines this. Players will start with a "Base" value of 4.0 (as of the latest snapshot), so any modifiers added will be changing that value. If you reduce their Base to 0.0, they will be incapable of "recovering" after attacking.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
dx/dy/dz can be negative now, it was changed at the end of 1.8 snapshots.
You can make a new thread by clicking "New Thread" button. You should not post unrelated questions in other threads as that's considered hijacking and off-topic: http://i.imgur.com/zYj5awP.png
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
What does the Name:"Blah" and Operation:0 do?
"Name" is just the name to identify the attribute. It can be anything you want but it is required. "Operation" determines what mathematical function is used with the value. The wiki details operations here: http://minecraft.gamepedia.com/Attribute#Operations
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
I've noticed that even when you're recovering after attacking, u are still able to left click while blade/item is recovering and essentially attack. When you do that, does damage reduce when attacking while blade is recovering? Or does the blade to the exact same amount of damage or it does no damage at all...
When recovering, the amount of damage you deal is significantly less.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Is it also intentional that items that do custom damage have no cooldown? Like a gold sword dealing 8 hearts?
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.Yes, all hidden/default modifiers are ignored when you add the "AttributeModifiers" tag to an item, which includes "attackDamage" and now "attackSpeed" for weapons and "armor" for armor. You would need to redefine the attackSpeed of the item. The wiki has a list of default modifiers here, under the "Attributes" section.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
How exactly does the attackspeed attribute interact with the amount of time to recover? As in, what is the calculation to find out the recovery time?
Does the UUID actually matter and have to be specific? I'd like to know so I know if I need a /give command generator
The UUID does matter if you want effects from NBT to stack.
EXAMPLE: Joe gets a sword that boosts his speed by 20%. The UUID of that item is 1. He also gets boots that increase his speed by 10%. The UUID of that item is 2. Because they have different UUIDs, the effects will stack, so Joe will get a total speed boost of 30%. If the UUIDs were the same, Joe would only get the 20% speed boost from the boots because the boots have the same UUID as the sword, and it gives a higher speed boost.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.I wanted to make a special hoe item. This stone hoe would be named, have a lore, do 50 attack damage and have no attack cool down, and on top of that it would be an ITEM ENTITY, so it would be created through /summon. Any help
Are you able to make the item only fast when holding it in your main hand?
Yes, you can do this by specifying which slot stats should take effect in, (mainhand, offhand, head, chest, legs or feet) For example, here's a modified diamond axe that applies it's affects when in your main hand (Command taken from the wiki):
That will give the axe +20 damage when you wield it in your main hand. This can also be done for any other modifier that applies to items, such as attack speed or knockback resistance. Currently, if you do not specify the slot, it will add the attribute for all options.
I assume you wanted this as an item entity so you could spawn it at a location rather than give it to a player directly? Regardless, you can do that with the following command (I left it spaced/edited so it was easier to read in general xP):
Now prepare for a long rant about this stupidly long command!
-Firstly, the ~ notation for where it's spawned is irrelevant, you can make those whatever you like.
-Moving on, the Item:{} segment seems a bit..redundant, but it's necessary.
-id: is obviously the item's data value. I believe you can also remove the "minecraft:" part, or use it's number value.
-Count:1 is oddly important to this. If you do not include it, the item should spawn, but you will not be able to pick it up.
-tag:{} represents any special data we want to add to an item/entity, like with enchantments, custom potion effects for potions/tipped arrows, etc. This is where a lot of what you're looking for is stored.
-display:{} holds things like the item's name and lore. As you can see, Name: does not require any special format; however, Lore:[] does, in the form of the brackets. New lines can also be added to lore text by placing commas where you want to start a new line. New lines are not added automatically, so this can be important with longer lores.
-AttributeModifiers:[ {} , {} ] deals with different statistics used by entities and items, among other things. the AttributeName:" " must be specific; however, the Name:" " does not need to be called anything specific (I do not know if naming two attributes on one item the same thing causes errors). Amount: obviously tells you by how much you want to increase/decrease the attribute value. You may use decimal points and negative integers for this value. Operation: refers to if you multiply or add the amount. 0 = Add, 1 = Multiply. UUIDMost: and UUIDLeast: are things I am not quite familiar with, but I read that if you want stats on different items to stack (For example, a sword with +10% movespeed and boots with +10% movespeed), you must make the UUID values for those different, or they will not stack. I have not tried this, so I am not sure.
-One last thing to note is that I picked an arbitrary value for the attack speed. It might not need to be that high, especially with things like damage immunity rendering high attack speeds irrelevant. Feel free to change it to suit your needs.
Hope this was helpful. I realize that you might already know some of this stuff, I just go overboard >.>
Edit: Also, here are links to the Attribute and NBT tag pages, so you can look stuff up if you need to ^^
Edit+: I feel a bit dumb due to the fact that the thing about Attribute stacking and UUIDs was literally on this thread, and I completely forgot, oops xD
sorry for a reply on a old post but I'm looking for making the attack cool down on the axe the same as the sword can i get the command for that please
Hey! Im attempting to make a hidden blade in vanilla mc, and i need and i need an EXTREMLY Low attack speed, but every time i try to go into negatives, it just doesn't attack at all. any help? thanks!
every time I try to make a custom attack speed weapon, I get a weapon with a generic attack speen, even faster than a diamond sword. any help? I just can't get a slower attack speed than this...
Try using negative numbers for the attack speed. that will make it slower, if that is what you wanted.
Check out my PvP map Here!
Check out my website Here!Website is down until further notice.