Update 4.1.0 is out and has the following changes:
normal:
! fixed "*quite*! here..."
! fixed (maybe) parlor 2nd ghost does not show up, does not make 3rd one show up (not sure if fixed, but I messed around with it a bit to see if there's any problems, couldn't reproduce afterwards)
! fixed blackout wardrobe room does not spawn chest when defeating uncle grimmly in 1.12
! fixed GameRich_'s skull in the credits has no skin
! fixed missing random lightning
hidden:
! fixed "Ooof... I sure take a lot of knocks in this line *if* work."
! fixed "*water* Ghost"
! fixed "*water*" "Sky" "Er, I don't know"
! fixed "*Biljards* stick"
! fixed random drops don't get renamed
! fixed as good as no blue twirlers and red grabbing ghosts spawn
! fixed foyer does not detect players next to the entrance door wall
! fixed players don't whistle in 1st floor bathroom
! fixed a Bowler cannot spawn in a blackout attic hallway
! fixed nothing spawns in the small hallway and main hall during the blackout
! fixed sparks of the third area hallway spawn outside the mansion during the blackout
! fixed Jarvis does not become vulnerable and no ghost pots spawn when the dialog finishes
! fixed clearing the breaker room turns on pipe room lights
! fixed king boo does not start secret altar dialog on entry
! fixed score counter does not count score
! fixed missing message when calculating the score
normal and hidden:
*changed to be compatible with both 1.11 and 1.12
! fixed lydia, twins and Clockwork Soldiers don't spawn in 1.12
! fixed 1st floor hall bowling ghosts do not leave when the hall stops spawning.
! fixed halls do not remove left over mice and sparks when the area boss is defeated
! fixed uncle grimmly still has pumpkin (affects non-resource pack users only)
! fixed Bogmire can, but rarely, get himself stuck in a minecart if he teleports into the redstone area of his battle
! fixed "Click your *awnser*"
! fixed (maybe) Toad repeats dialog when you tell Toad to "Leave it to me!" and if the player keeps standing near him. (if it's not fixed, I'm not going to bother to fix this minor thing)
arena:
*changed to be compatible with both 1.11 and 1.12
! fixed ghosts spawn for ultimate gold and hell pig when there's no adventure mode players (testing purposes only)
it should rather be an advancements without display that's a kill entity zombie trigger and revokes itself at the end of the function (no need to loop it 20 times per second).
it should rather be an advancements without display that's a kill entity zombie trigger and revokes itself at the end of the function (no need to loop it 20 times per second).
You can overwrite all vanilla advancements to be without display tag and impossible, or only root ones to be invalid; and then recreate old achievements via advancements. Most can be done only via advancements, others may require "hidden" advancements (with no display tag) and function rewards.
Other than that - no.
Well, open inventory is no longer possible (no stat, command or trigger for it).
A second, hidden, non displayed, advancement, that has the trigger tick, that runs the function; the function checks the stat and inventory, grants the displayed advancement on success and revokes the tick advancement on failure.
0
you use the wrong quote types in a number of places (mainly within the display tag), they have to be the "normal " quotes".
0
that should work, yes.
1
you have the x min and max both -416.0; meaning you have to be EXACTLY be at that x value; no 0.0001 more, no 0.0001less.
0
you forgot a comma before "StoryLineOne2"
0
Best way is to use the functions reward and grant a single criterion for each advancement.
0
Missing commas after each criteria.
1
Update 4.1.0 is out and has the following changes:
normal:
! fixed "*quite*! here..."
! fixed (maybe) parlor 2nd ghost does not show up, does not make 3rd one show up (not sure if fixed, but I messed around with it a bit to see if there's any problems, couldn't reproduce afterwards)
! fixed blackout wardrobe room does not spawn chest when defeating uncle grimmly in 1.12
! fixed GameRich_'s skull in the credits has no skin
! fixed missing random lightning
hidden:
! fixed "Ooof... I sure take a lot of knocks in this line *if* work."
! fixed "*water* Ghost"
! fixed "*water*" "Sky" "Er, I don't know"
! fixed "*Biljards* stick"
! fixed random drops don't get renamed
! fixed as good as no blue twirlers and red grabbing ghosts spawn
! fixed foyer does not detect players next to the entrance door wall
! fixed players don't whistle in 1st floor bathroom
! fixed a Bowler cannot spawn in a blackout attic hallway
! fixed nothing spawns in the small hallway and main hall during the blackout
! fixed sparks of the third area hallway spawn outside the mansion during the blackout
! fixed Jarvis does not become vulnerable and no ghost pots spawn when the dialog finishes
! fixed clearing the breaker room turns on pipe room lights
! fixed king boo does not start secret altar dialog on entry
! fixed score counter does not count score
! fixed missing message when calculating the score
normal and hidden:
*changed to be compatible with both 1.11 and 1.12
! fixed lydia, twins and Clockwork Soldiers don't spawn in 1.12
! fixed 1st floor hall bowling ghosts do not leave when the hall stops spawning.
! fixed halls do not remove left over mice and sparks when the area boss is defeated
! fixed uncle grimmly still has pumpkin (affects non-resource pack users only)
! fixed Bogmire can, but rarely, get himself stuck in a minecart if he teleports into the redstone area of his battle
! fixed "Click your *awnser*"
! fixed (maybe) Toad repeats dialog when you tell Toad to "Leave it to me!" and if the player keeps standing near him. (if it's not fixed, I'm not going to bother to fix this minor thing)
arena:
*changed to be compatible with both 1.11 and 1.12
! fixed ghosts spawn for ultimate gold and hell pig when there's no adventure mode players (testing purposes only)
0
Look 3 messages above yours
1
Oops, 20 times per second, sorry
0
it should rather be an advancements without display that's a kill entity zombie trigger and revokes itself at the end of the function (no need to loop it 20 times per second).
0
You can invalidate the parent file, but this will cause quite a number of errors in the log file.
0
Well, open inventory is no longer possible (no stat, command or trigger for it).
0
Yes
0
It was an example
1
A second, hidden, non displayed, advancement, that has the trigger tick, that runs the function; the function checks the stat and inventory, grants the displayed advancement on success and revokes the tick advancement on failure.