I got into chiptune music composition.
You can listen to them on my Youtube channel : https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
Well as player data is not modifiable by commands, the only thing would be to combine "/execute store result" and "/effect"
But wait, I imagined something : Maybe you could do /execute store result on an area_effect_cloud so you could edit its effect nbt... Trying right now
Rollback Post to RevisionRollBack
I got into chiptune music composition.
You can listen to them on my Youtube channel : https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
You won't even believe me... I found the path to the area_effect_cloud amplifier's NBT :
First, summon the area_effect_cloud at the player :
/execute at @p run summon minecraft:area_effect_cloud ~ ~1 ~ {Potion:"minecraft:speed",Radius:1f,Duration:6,Effects:[{Id:1,Amplifier:20,Duration:100,ShowParticles:1b,ShowIcon:1b}]}
(in this case, speed) - Notice that the area_effect_cloud have a Duration set at 6 least; otherwise, it wont apply the effect... But it's the only way I found for getting an effect from scoreboards... -
Second : modify the cloud's NBT by looking at the score
execute store result entity @e[type=minecraft:area_effect_cloud,limit=1] Effects[0].Amplifier byte 1 run scoreboard players get @p YourScore
"Effects[0].Amplifier" is the path to the effect amplifier of the cloud...
If you have any suggestion on modifiable-effect-giver-entity, tell me, maybe I'll find another way
Rollback Post to RevisionRollBack
I got into chiptune music composition.
You can listen to them on my Youtube channel : https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
Well in fact, when do you want the effect to be set as the player's score? What do you realy want to do?
Here are the commands you could use for targetting specific players
(You could try to change the radius if it works in this command for making it smaller)
execute at @a[argument for triggering the effect] run summon minecraft:area_effect_cloud ~ ~1 ~ {Potion:"minecraft:speed",Radius:1f,Duration:6,Effects:[{Id:1,Amplifier:20,Duration:100,ShowParticles:1b,ShowIcon:1b}]}
execute as @a[argument for triggering the effect] at @s run execute store result entity @e[type=minecraft:area_effect_cloud,limit=1,sort=nearest] Effects[0].Amplifier byte 1 run scoreboard players get @s YourScore
I got into chiptune music composition.
You can listen to them on my Youtube channel : https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
Well the area_effect_cloud take like 6 ticks before applying the effect to the player, which is somewhat bad...
I guess replacing area_effect_cloud by a splash potion is a bad idea because of the radius...
But if it rises once the player kills anything, you could do like this :
-Clear the active custom effect
-Summon the cloud with its attributes (Potion effect duration : 1000000, infinite)
-Make some kind of kill animation so the player won't notice it takes ~0.3 seconds to load
and the effect is rose!
Would be like that
If you have any question for how you could do another thing in the system, I could help you as well... But for now, we'll see what is the best with clouds
Rollback Post to RevisionRollBack
I got into chiptune music composition.
You can listen to them on my Youtube channel : https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
I tried to change different settings of the cloud, but it doesn't seem to be able to instantly apply the effect. You'll have to prevent the player moving for 0.3 seconds when he get an upgrade in order to be sure it'll get the new effect...
Rollback Post to RevisionRollBack
I got into chiptune music composition.
You can listen to them on my Youtube channel : https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
The Meaning of Life, the Universe, and Everything.
Join Date:
1/24/2019
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Member Details
Thanks, I’ll give it s try later
just thought of something, do you think it’s possible to change the NBT of the sword’s sharpness to according to the player’s score? That would kinda do the same thing I’m after..
im unsure as it might change all of that sword on the server
im unsure cuz I failed to change the nbt of an item in inventory before
If you're on a server, even before searching for commands, give a try to the plugin database : there's probably a plugin able to edit player's inventory, because,as I told you, vanilla commands can't do that
HOWEVER
What you could do (as it only runs when the player kill with the sword in hand) :
1. Test for player's empty hotbar slots then replacing these slots by any item with custom NBT (like "Empty" tag), I know how to do
2. Summon a sword item at the player's pos, but Y=~270 (so no risk getting altered)
3. Modify the sword's enchantments (or attributes)
4. Clear the player's mainhand (As it killed the same tick, he must have the sword in hand)
-Now, all hotbar slots are full excepted mainhand's one-
5. teleporting the sword to the player
-As he only have hotbar as remaining slot, the player will pickup the modified sword in mainhand-
6. making some epic effect (WUSH ZING!) [Why writing this lol]
7. Clear all "Empty"-tagged item in player's slots (so the emptyed slots become empty again)
This way, you could replace hand item by score-customized item, and the sword item as the player are easy to select so disfunctionments would happen somewhat never...
Rollback Post to RevisionRollBack
I got into chiptune music composition.
You can listen to them on my Youtube channel : https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
Hey you know what? As I figured we were able to edit nbt tag this way, I made an infinite levelup system! When the player level up, its "level" score will raise and he'll be replaced unremovable boots with attribute modifiers as the level score!
For example, a level 23 player will have +23 max health and +23 attack damage! (I know, we cant edit player attributes... maybe...
The system for this is something weird lol but the function is so small!
I only made the attribute changer, which triggers each time a player level up, but I didn't set xp system, and I don't realy know how fast the required xp and increasing attributes would rise as the player level up...
Rollback Post to RevisionRollBack
I got into chiptune music composition.
You can listen to them on my Youtube channel : https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
Hi, is it possible to give an effect with an amplifier based off a scoreboard number?
e.g.
command block 1: a player's scoreboard number is 5 (scoreboard per kill)
command block 2: gives the above scoreboard strength 5.
When that player kills again, block 1 goes to 6 for him, and block 2 automatically gives him strength 6
We can use scoreboards to change entities' NBT, and probably the potion effect's amplifier, but we can't modify the player data.
The only tip I could give you is to make one command for each score
Ex.
effect give @a[scores={score=1}] minecraft:speed 1 1 true
effect give @a[scores={score=2}] minecraft:speed 1 2 true
effect give @a[scores={score=3}] minecraft:speed 1 3 true
etc.
I got into chiptune music composition.
You can listen to them on my Youtube channel :
https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
Yes, but was hoping for a solution where the amplifier is a variable based off the scoreboard number
Well as player data is not modifiable by commands, the only thing would be to combine "/execute store result" and "/effect"
But wait, I imagined something : Maybe you could do /execute store result on an area_effect_cloud so you could edit its effect nbt... Trying right now
I got into chiptune music composition.
You can listen to them on my Youtube channel :
https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
You won't even believe me... I found the path to the area_effect_cloud amplifier's NBT :
First, summon the area_effect_cloud at the player :
/execute at @p run summon minecraft:area_effect_cloud ~ ~1 ~ {Potion:"minecraft:speed",Radius:1f,Duration:6,Effects:[{Id:1,Amplifier:20,Duration:100,ShowParticles:1b,ShowIcon:1b}]}
(in this case, speed) - Notice that the area_effect_cloud have a Duration set at 6 least; otherwise, it wont apply the effect... But it's the only way I found for getting an effect from scoreboards... -
Second : modify the cloud's NBT by looking at the score
execute store result entity @e[type=minecraft:area_effect_cloud,limit=1] Effects[0].Amplifier byte 1 run scoreboard players get @p YourScore
"Effects[0].Amplifier" is the path to the effect amplifier of the cloud...
If you have any suggestion on modifiable-effect-giver-entity, tell me, maybe I'll find another way
I got into chiptune music composition.
You can listen to them on my Youtube channel :
https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
Cool Ill give it a try in a few hours, let u know if i can make it affect a single player!!
Well in fact, when do you want the effect to be set as the player's score? What do you realy want to do?
Here are the commands you could use for targetting specific players
(You could try to change the radius if it works in this command for making it smaller)
execute at @a[argument for triggering the effect] run summon minecraft:area_effect_cloud ~ ~1 ~ {Potion:"minecraft:speed",Radius:1f,Duration:6,Effects:[{Id:1,Amplifier:20,Duration:100,ShowParticles:1b,ShowIcon:1b}]}
execute as @a[argument for triggering the effect] at @s run execute store result entity @e[type=minecraft:area_effect_cloud,limit=1,sort=nearest] Effects[0].Amplifier byte 1 run scoreboard players get @s YourScore
I got into chiptune music composition.
You can listen to them on my Youtube channel :
https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
This entire command is so when a player holds a specific sword, whenever they kill something, they get +1 power effect.
e.g.
- (Command block 1) - scoreboard counts the number of kills by a player [Impulse/unconditional/need redstone]
- (Command block 2) - Reset the scoreboard for players not holding that "sword" [Repeat/unconditional/auto]
- (Command block 3) - Gives power effect to player when they hold the "sword". Power effect's amplifier is based off scoreboard from command block 1
What Im trying to get working is command block 3
- the idea of summoning the effect cloud and changing the nbt is a great idea, Im trying to get that amplifier to change
Ill be tagging that cloud so a repeating command block will not affect everything
Well the area_effect_cloud take like 6 ticks before applying the effect to the player, which is somewhat bad...
I guess replacing area_effect_cloud by a splash potion is a bad idea because of the radius...
But if it rises once the player kills anything, you could do like this :
-Clear the active custom effect
-Summon the cloud with its attributes (Potion effect duration : 1000000, infinite)
-Make some kind of kill animation so the player won't notice it takes ~0.3 seconds to load
and the effect is rose!
Would be like that
If you have any question for how you could do another thing in the system, I could help you as well... But for now, we'll see what is the best with clouds
I got into chiptune music composition.
You can listen to them on my Youtube channel :
https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
I tried to change different settings of the cloud, but it doesn't seem to be able to instantly apply the effect. You'll have to prevent the player moving for 0.3 seconds when he get an upgrade in order to be sure it'll get the new effect...
I got into chiptune music composition.
You can listen to them on my Youtube channel :
https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
Thanks, I’ll give it s try later
just thought of something, do you think it’s possible to change the NBT of the sword’s sharpness to according to the player’s score? That would kinda do the same thing I’m after..
im unsure as it might change all of that sword on the server
im unsure cuz I failed to change the nbt of an item in inventory before
wait... you said "Server"?
If you're on a server, even before searching for commands, give a try to the plugin database : there's probably a plugin able to edit player's inventory, because,as I told you, vanilla commands can't do that
HOWEVER
What you could do (as it only runs when the player kill with the sword in hand) :
1. Test for player's empty hotbar slots then replacing these slots by any item with custom NBT (like "Empty" tag), I know how to do
2. Summon a sword item at the player's pos, but Y=~270 (so no risk getting altered)
3. Modify the sword's enchantments (or attributes)
4. Clear the player's mainhand (As it killed the same tick, he must have the sword in hand)
-Now, all hotbar slots are full excepted mainhand's one-
5. teleporting the sword to the player
-As he only have hotbar as remaining slot, the player will pickup the modified sword in mainhand-
6. making some epic effect (WUSH ZING!) [Why writing this lol]
7. Clear all "Empty"-tagged item in player's slots (so the emptyed slots become empty again)
This way, you could replace hand item by score-customized item, and the sword item as the player are easy to select so disfunctionments would happen somewhat never...
I got into chiptune music composition.
You can listen to them on my Youtube channel :
https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).
Hey you know what? As I figured we were able to edit nbt tag this way, I made an infinite levelup system! When the player level up, its "level" score will raise and he'll be replaced unremovable boots with attribute modifiers as the level score!
For example, a level 23 player will have +23 max health and +23 attack damage! (I know, we cant edit player attributes... maybe...
The system for this is something weird lol but the function is so small!
I only made the attribute changer, which triggers each time a player level up, but I didn't set xp system, and I don't realy know how fast the required xp and increasing attributes would rise as the player level up...
I got into chiptune music composition.
You can listen to them on my Youtube channel :
https://www.youtube.com/channel/UCjWYbJGk7nvNDbnCvMlZGkw
Descriptions are in french, you'd just need some google translation copy-paste...
Also made some more or less complicated datapacks, shared here (planetminecraft).