I am trying to make a scoreboard system/currency system where Kills give Gold,and gold can be used to buy items with cmd block shops.
My problem is,I don't know how to make Kills give gold.
I have 3 objectives;
Gold,a "dummy objective",which is the currency.
Kills,a "dummy objective",Only for display,not for utility.
Kills_real,a playerKillCount,which is used to set gold/display,and is not displayed.
I want it to work like this:
1 Kill for a player will do:
I.Add one to Kills in display
II.Add one to Kills_real,then remove it after all is computed.
III. Add <amount> Gold to that player's balance.
I can't figure out how to make sure that the same player that got the kill gets the gold.
This is for a PvP map,help would be appreciated.
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I try not to laugh at my own jokes,but I know I am hilarious.
try doing it only with the killcount, 1 kill equals 1 gold and remove the kills in the shop
???
I don't see what you mean,firstly Kills aren't for the shop,gold is,and secondly,kills equal more gold than one.
Please Explain this,or give an example,it makes no sense
Rollback Post to RevisionRollBack
I try not to laugh at my own jokes,but I know I am hilarious.
I am trying to make a scoreboard system/currency system where Kills give Gold,and gold can be used to buy items with cmd block shops.
My problem is,I don't know how to make Kills give gold.
I have 3 objectives;
Gold,a "dummy objective",which is the currency.
Kills,a "dummy objective",Only for display,not for utility.
Kills_real,a playerKillCount,which is used to set gold/display,and is not displayed.
I want it to work like this:
1 Kill for a player will do:
I.Add one to Kills in display
II.Add one to Kills_real,then remove it after all is computed.
III. Add <amount> Gold to that player's balance.
I can't figure out how to make sure that the same player that got the kill gets the gold.
A player makes a kill, their Gold is increased by 1 (or whatever amount you want). If this happens, their Kills_real score is decreased by 1. This continues until the player has a Kills_real score of 0. This will support multiple players and multiple kills; if a player makes two kills at the same time, they will still get the proper amount of Gold.
If you need further clarification or help, just ask.
A player makes a kill, their Gold is increased by 1 (or whatever amount you want). If this happens, their Kills_real score is decreased by 1. This continues until the player has a Kills_real score of 0. This will support multiple players and multiple kills; if a player makes two kills at the same time, they will still get the proper amount of Gold.
If you need further clarification or help, just ask.
Is there any way to trigger this device when a player gets a kill,I know you can use /testfor,but I don't know if that works with
scoreboard.
Thanks
EDIT: Or,infact check for this when a player HAS a kill,not directly gets one.
Is there any way to trigger this device when a player gets a kill,I know you can use /testfor,but I don't know if that works with
scoreboard.
Thanks
The hopper setup is a clock. If you place a single item in one of the hoppers, the item will be transported back and forth between the hoppers. The only way to activate command blocks in this manner is to use a clock. Hopper clocks are by far the least-laggiest in the game, so I highly recommend them. Even with a /testfor, you would still need a clock. Otherwise, the /testfor command would be useless here because it's selecting players that would match the same parameters we're using in the setup; it would just be an extra step that's already accomplished.
The hopper setup is a clock. If you place a single item in one of the hoppers, the item will be transported back and forth between the hoppers. The only way to activate command blocks in this manner is to use a clock. Hopper clocks are by far the least-laggiest in the game, so I highly recommend them. Even with a /testfor, you would still need a clock. Otherwise, the /testfor command would be useless here because it's selecting players that would match the same parameters we're using in the setup; it would just be an extra step that's already accomplished.
Thanks so much,that will help a lot,I assume I can change the value of gold a kill is worth.
Thanks again.
EDIT: Oh lol,of course I can,I just didnt see it.
EDIT: THANKS SO MUCH IT WORKS :3
The hopper setup is a clock. If you place a single item in one of the hoppers, the item will be transported back and forth between the hoppers. The only way to activate command blocks in this manner is to use a clock. Hopper clocks are by far the least-laggiest in the game, so I highly recommend them. Even with a /testfor, you would still need a clock. Otherwise, the /testfor command would be useless here because it's selecting players that would match the same parameters we're using in the setup; it would just be an extra step that's already accomplished.
Is there anyway you can track if someone gets a double,or triple kill?
Rollback Post to RevisionRollBack
I try not to laugh at my own jokes,but I know I am hilarious.
Is there anyway you can track if someone gets a double,or triple kill?
So X kills in a row without dying? Yes, but it's a fair bit more complicated. You'll have to create some more objectives as to not interfere with your other ones.
Mechanism (same as above, so you can probably just use the same hopper clock and attach the rest of the mechanism to it):
Command block on the right:
/scoreboard players set @a[score_streakDeaths_min=1] streakKills 0
On the left:
/scoreboard players set @a[score_streakDeaths_min=1] streakDeaths 0
What happens:
If a player kills another player, their "streakKills" objective increases. This will continue to increase for every kill they make. If the player dies, both their "streakKills" objective is reset, as well as their "streakDeaths", to allow for future check.
If you want to test for streaks, you'll want to use the following:
The above will /testfor a player who has exactly 3 kills in a row. You need to have the "score_streakDeaths=0" for the /testfor, but you can change the 3.
Also, Is there any way to add a certain amount of gold,say 20,when a player kills a mob(if possible a certain mob),
Yes, you can have a second objective with that. In 1.7, you can select specific mobs using the "stat.killEntity.ENTITYNAME" objective type. For example, using the same system as above:
So X kills in a row without dying? Yes, but it's a fair bit more complicated. You'll have to create some more objectives as to not interfere with your other ones.
Mechanism (same as above, so you can probably just use the same hopper clock and attach the rest of the mechanism to it):
Command block on the right:
/scoreboard players set @a[score_streakDeaths_min=1] streakKills 0
On the left:
/scoreboard players set @a[score_streakDeaths_min=1] streakDeaths 0
What happens:
If a player kills another player, their "streakKills" objective increases. This will continue to increase for every kill they make. If the player dies, both their "streakKills" objective is reset, as well as their "streakDeaths", to allow for future check.
If you want to test for streaks, you'll want to use the following:
The above will /testfor a player who has exactly 3 kills in a row. You need to have the "score_streakDeaths=0" for the /testfor, but you can change the 3.
Yes, you can have a second objective with that. In 1.7, you can select specific mobs using the "stat.killEntity.ENTITYNAME" objective type. For example, using the same system as above:
My problem is,I don't know how to make Kills give gold.
I have 3 objectives;
Gold,a "dummy objective",which is the currency.
Kills,a "dummy objective",Only for display,not for utility.
Kills_real,a playerKillCount,which is used to set gold/display,and is not displayed.
I want it to work like this:
1 Kill for a player will do:
I.Add one to Kills in display
II.Add one to Kills_real,then remove it after all is computed.
III. Add <amount> Gold to that player's balance.
I can't figure out how to make sure that the same player that got the kill gets the gold.
This is for a PvP map,help would be appreciated.
???
I don't see what you mean,firstly Kills aren't for the shop,gold is,and secondly,kills equal more gold than one.
Please Explain this,or give an example,it makes no sense
You'll need the following mechanism:
Command block on the right:
On the left:
What happens:
A player makes a kill, their Gold is increased by 1 (or whatever amount you want). If this happens, their Kills_real score is decreased by 1. This continues until the player has a Kills_real score of 0. This will support multiple players and multiple kills; if a player makes two kills at the same time, they will still get the proper amount of Gold.
If you need further clarification or help, just ask.
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 there any way to trigger this device when a player gets a kill,I know you can use /testfor,but I don't know if that works with
scoreboard.
Thanks
EDIT: Or,infact check for this when a player HAS a kill,not directly gets one.
The hopper setup is a clock. If you place a single item in one of the hoppers, the item will be transported back and forth between the hoppers. The only way to activate command blocks in this manner is to use a clock. Hopper clocks are by far the least-laggiest in the game, so I highly recommend them. Even with a /testfor, you would still need a clock. Otherwise, the /testfor command would be useless here because it's selecting players that would match the same parameters we're using in the setup; it would just be an extra step that's already accomplished.
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/
Thanks so much,that will help a lot,I assume I can change the value of gold a kill is worth.
Thanks again.
EDIT: Oh lol,of course I can,I just didnt see it.
EDIT: THANKS SO MUCH IT WORKS :3
Is there anyway you can track if someone gets a double,or triple kill?
So X kills in a row without dying? Yes, but it's a fair bit more complicated. You'll have to create some more objectives as to not interfere with your other ones.
Objectives needed:
Mechanism (same as above, so you can probably just use the same hopper clock and attach the rest of the mechanism to it):
Command block on the right:
On the left:
What happens:
If a player kills another player, their "streakKills" objective increases. This will continue to increase for every kill they make. If the player dies, both their "streakKills" objective is reset, as well as their "streakDeaths", to allow for future check.
If you want to test for streaks, you'll want to use the following:
The above will /testfor a player who has exactly 3 kills in a row. You need to have the "score_streakDeaths=0" for the /testfor, but you can change the 3.
Yes, you can have a second objective with that. In 1.7, you can select specific mobs using the "stat.killEntity.ENTITYNAME" objective type. For example, using the same system as above:
Objective:
Mechanism:
Command block on the right:
On the left:
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/
Ty.
I am doing my first test with freinds soon,and you have been a HUGE help.
Thanks tons :3