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    posted a message on Fancy particle effects in Vanilla Minecraft

    I can see you did some brilliant jobs on spiral effects. (And I do remember you posted one of them in this forum before)

    What I appreciate the most is the time you calculate the exact position of where those particles should be,

    this should take a lot of calculation and trial and error.


    2 more things:

    1. The Frost Lord effect looks wonderful, *claps*

    2. The 太極 Ying Yang effect, note that it must show a color difference between 2 sides.

    If the left side is white, the right side must be black. Same thing goes to the dot.

    [PS: Ying Yang actually is a direct pronunciation of 陰陽 in Mandarin. You can Google Translate to authenticate this fact.]


    One more applause to you. Cuz 1+1=2.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Function not execute all fill replaces
    Quote from benitron»

    execute @e[tag=BOOM] ~ ~ ~ detect ~ ~ ~ minecraft:water 0 fill ~-1 ~-1 ~-1 ~1 ~1 ~1 minecraft:stonebrick 2 replace minecraft:stonebrick

    execute @e[tag=BOOM] ~ ~ ~ detect ~ ~ ~ minecraft:water 0 fill ~-1 ~-1 ~-1 ~1 ~1 ~1 minecraft:cobblestone 0 replace minecraft:stonebrick 2

    It seems that it ignores any "fill replace" after the first success. can anyone tell me why, or suggest a workaround?


    You can't replace a block with specific data detected. (I.E. "0 replace minecraft:stonebrick 2" ignores the 2)
    Also,
    execute @e[tag=BOOM] ~ ~ ~ detect ~ ~ ~ minecraft:water 0 fill ~-1 ~-1 ~-1 ~1 ~1 ~1 minecraft:cobblestone 0 replace minecraft:stonebrick 2

    I think you mean stone instead of cobblestone?
    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to make a double jump command with command blocks?

    You can't detect players pressing space bar mid-air (I think).

    Therefore, use right click rather.


    A simple way to make a double jump (sadly, not rly a leap) is by using levitation.

    More complicated ways are /tp or /summon a creeper with negative explosion radius or sth.

    To detect your right click or sth, Master Youtube can help you.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Make your own custom blocks!

    You are not alone.

    Sadly, it needs resource pack, still.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Can I use "position" and "rotation" together in the same command block?

    Case 1:

    @a[x=?,y=?,z=?,r=?,rx=?,rxm=?,ry=?,rym=?]


    Case 2:

    @a[x=?,y=?,z=?,dx=?,dy=?,dz=?,rx=?,rxm=?,ry=?,rym=?]


    If you don't get what they are, then..... uh...

    Ask...

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Is it possible to move while gliding in minecart thats riding a chicken?

    Yes i know but the problem is how can i move while riding on it?


    Well, when riding something untamed (clearly u can't tame a chicken), you can't just control it with player movements.
    Therefore, the players' rotation is the only factor to control the mob.

    However, with negative levitation, there is nothing to ride, you just... being you.
    Therefore, it's recommended to use -ve levitation. (Mainly because it's the easiest yet.)
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Is it possible to move while gliding in minecart thats riding a chicken?

    Hmm that could work it will kinda mess up gliding but i think its the best option so far and negative levitation wont make you slowly fall down which would be totaly not accurate to hello neighbor.

    Thanks for answering


    Isn't the chicken method also make you slowly fall down?
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Trying to add loot table to mob
    Quote from Juiseboy»

    I'm trying to summon invisible skeleton which has chest as its head and after it dies it shouldn't drop anything else than one golden nugget. I don't know how to add loot table command in the summon command. Help would be appreciated :)


    /summon skeleton ~ ~1 ~ {CustomName:"Gimmick",CustomNameVisible:1,ArmorItems:[{},{},{},{id:"minecraft:skull",Damage:3,Count:1b,tag:{SkullOwner:{Id:"33a84c61-263c-4689-a62c-3b8044e1ff4d",Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZDVjNmRjMmJiZjUxYzM2Y2ZjNzcxNDU4NWE2YTU2ODNlZjJiMTRkNDdkOGZmNzE0NjU0YTg5M2Y1ZGE2MjIifX19"}]}}}}],ArmorDropChances:[0.085F,0.085F,0.085F,-327.67F],Attributes:[{Name:generic.movementSpeed,Base:0.24},{Name:generic.attackDamage,Base:6}],ActiveEffects:[{Id:14,Amplifier:0,Duration:20000000,ShowParticles:0b}]}


    {DeathLootTable:"mctools:entities/gimmick_loot"}



    Ignore the [noparse] thing, I can't remove it]

    [noparse]/summon skeleton ~ ~1 ~ {CustomName:"Gimmick",CustomNameVisible:1,ArmorItems:[{},{},{},{id:"minecraft:skull",Damage:3,Count:1,tag:{SkullOwner:{Id:"33a84c61-263c-4689-a62c-3b8044e1ff4d",Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZDVjNmRjMmJiZjUxYzM2Y2ZjNzcxNDU4NWE2YTU2ODNlZjJiMTRkNDdkOGZmNzE0NjU0YTg5M2Y1ZGE2MjIifX19"}]}}}}],ArmorDropChances:[0.085F,0.085F,0.085F,-327.67F],Attributes:[{Name:"generic.movementSpeed",Base:0.24},{Name:"generic.attackDamage",Base:6}],ActiveEffects:[{Id:14,Amplifier:0,Duration:20000000,ShowParticles:0b}],DeathLootTable:"mctools:entities/gimmick_loot"}[/noparse]

    The above command shouldn't work because I haven't tested it yet.
    (PS: I can see that you are using a generator, am I right? :)
    Just asking, so I can improve my ability to distinguish them.)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Is it possible to move while gliding in minecart thats riding a chicken?

    Using players' rotation value (i.e. ry=?,rym=?)

    Use these arguments to detect which direction they're facing.


    If you can detect them, /tp goes next.

    It's not gonna be accurate, but better than nothing. (And easy, haha)


    Edit: I recommend you using negative levitation effect.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on applying particle effects to players wearing amour via the use of scoreboards (i need help :( )
    Quote from Ratchetbear1»

    command block two:
    (Chain, Unconditional, Always Active)
    /scoreboard players set @a test {Inventory:[{Slot:103b,id:"minecraft:chainmail_helmet"}]}


    /scoreboard players set @a test 1 {Inventory:[{Slot:103b,id:"minecraft:chainmail_helmet"}]}

    Apparently this is another mistake.
    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on applying particle effects to players wearing amour via the use of scoreboards (i need help :( )
    Quote from Ratchetbear1»

    command block three:
    (Chain, Unconditional, Always active)
    /execute @a[score_test_min=1 ~ ~ ~ /particle happyVillager ~ ~1 ~ 0.25 0.25 0.25 1 1 force


    /execute @a[score_test_min=1] ~ ~ ~ /particle happyVillager ~ ~1 ~ 0.25 0.25 0.25 1 1 force
    You missed a square bracket.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Health boost with levels
    Quote from Xannot»

    I created a function that gives a player health boost depending on the level they have:

    effect @a[l=1,lm=1] minecraft:health_boost 1000000 0 true
    effect @a[l=2,lm=2] minecraft:health_boost 1000000 1 true
    effect @a[l=3,lm=3] minecraft:health_boost 1000000 2 true
    effect @a[l=4,lm=4] minecraft:health_boost 1000000 3 true
    
    (...)
    
    effect @a[l=99,lm=99] minecraft:health_boost 1000000 98 true
    effect @a[l=100,lm=100] minecraft:health_boost 1000000 99 true



    But it resets health to the basic 10 hearts whenever a player is healed over this amount (empty hearts that are healed instantly revert back to empty). How do I fix this?


    This phenomenon is actually normal, you applied health boost effect on the player repeatedly.
    Therefore, to fix this, apply the /effect on the player once only.

    And what's the command to do so?
    Just wait.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on Sharpness does not work on items with attribute modifiers
    Quote from danaphanous»

    Updated:

    Since this post I have done more testing. I have confirmed that sharpness damage doesn't appear to apply on any weapon that has ANY attribute applied even if it is not one that normally applies to players (like mob follow range), and this happens regardless of the mode of operation (addititive, multiplicative additive, or multiplicative) and whether or not I have a slot specified. Attributes other then attack damage always caused the weapon to do the damage that a similar weapon with no sharpness enchants did.

    Could this be because sharpness has a hidden bonus to attack damage that is overwritten? I did not think it worked that way but it would explain why initializing the attributemodifiers list with some unrelated attribute might reset it. To test this hypothesis I threw down the sword with the attributes and removed the attribute list with commands with this command:



    /entitydata @e[type=item,r=3] {Item:{tag:{AttributeModifiers:[]}}}

    Sure enough, the sharpness damage still did not work although the tooltip info for attribute modifiers disappeared.

    Also, I tested the effects of attributes on weapons with smite and bane of arthropods as well. The results were even more confusing:

    attacking a zombie with a smite V sword always left them at Health:3.760f. However, attacking the zombie with the same smite V sword after applying an attribute caused the zombie to be left with Health:6.7159996f. So most of the smite damage bonus applied but a small portion of it was also added incorrectly. I got similar results for spiders and bane of arthropods: bane III sword left a spider at Health:4.5f, but bane III + 1 armor sword (or other attribute) left them at Health:7.5f. The incorrect damage seems to be related to the level of the enchant but that could be my imagination.

    This bug makes it impossible to make a weapon with attribute modifiers properly in 1.12. Unless you want the weapon to be really bad at least. Attribute boosts to shields, bows, and random items seem to work fine because they aren't actually dealing any damage directly.

    If someone else could test this and confirm (I have tested in SP and with a friend on MP and on forge and it was broken in all of them), then please vote for my issue or tell me how to get around it if I am wrong or there is a way! Thanks!


    Hey, Slylinerw answered your question in the bug report comments.
    And his answer makes sense.
    Posted in: Commands, Command Blocks and Functions
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    posted a message on executing to generated sapling

    I think you might be able to tag items that are thrown by players and if an item doesn't have the tag, then it should have been generated by the game:

    /scoreboard players tag @e[type=item] add sapling {Item:{id:"minecraft:sapling"}} 
    /scoreboard players tag @e[type=item] add player_thrown {Item:{id:"minecraft:sapling"},Thrower:}
    /execute @e[type=item,tag=sapling] ~ ~ ~ execute @s[tag=!player_thrown] ~ ~ ~ say This sapling is generated from breaking leaves.




    It might not work tho.


    I don't think the exclamation mark is needed?
    Posted in: Commands, Command Blocks and Functions
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    posted a message on /summon help and general command help
    Quote from Crystalliced»

    I think it's the other way around for the health thing. At least, when max health was alone, the mob appeared to have the default HP.


    2/6 -- I meant for special abilities on 3. Correct in that the command set you're using does have a cooldown, though, that can be linked to other command blocks to show warnings in chat. So both are solved.


    4. Yep. I dunno if what you're using works, but it's the concept someone else had that works in 1.12.


    3. Yes, notify people when the cooldown runs out. just change the /execute command!
    If you want it to notify people when cooldown is off, on the above command, just change the /execute to a value of 599.
    Btw, the /execute command is tileable.
    4. That's not original, you know...

    (I'll experiment the max health thing after I finished my Extended Essay.)
    Posted in: Commands, Command Blocks and Functions
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