All users will need to merge their Minecraft Forum account with a new or existing Twitch account starting October 23rd. You can merge your accounts by clicking here. Have questions? Learn more here.
Dismiss
  • 0

    posted a message on Commands are broken and dead in 1.13

    Well u can always say /function customgamerulename:9


    But this does not print to the console. That is what I was detecting externally, the output in the console.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Replace Item, I need you, please

    The damage is assigned in the actual command:


    replaceitem entity <selector> <slot> <item> [amount] [data] [dataTag]


    So use:


    replaceitem entity _LabCraft_ slot.hotbar.0 minecraft:carrot_on_a_stick 1 1 {display:{Name:"Pistol"},Unbreakable:1b}

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Particle problem

    I'm confused. If you can't show us the commands, there is nothing we can do for you.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Particle problem

    Show us the commands you're using and someone will be much more able/willing to help.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Using Level to Set Maximum Health

    You could still use a health_boost effect. Instead of setting it when a player is between the required levels, make it a two part check. First tag the player if they are under the effects, then give the effect for 1 million seconds if they do not already have it:


    scoreboard players tag @a[tag=boost1] remove boost1

    scoreboard players tag @a[tag=boost2] remove boost2

    scoreboard players tag @a add boost1 {ActiveEffects:[{Id:21b,Amplifier:0b}]}

    scoreboard players tag @a add boost2 {ActiveEffects:[{Id:21b,Amplifier:1b}]}

    effect @a[lm=10,l=19,tag=!boost1] minecraft:health_boost 1000000 0

    effect @a[lm=20,l=29,tag=!boost2] minecraft:health_boost 1000000 1


    This is perfectly expandable as well. Just repeat each one of the three types of commands for each new level.


    Edit: Whoops, unbalanced curly brackets.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on summon item with entitydata

    This should do it:


    /summon minecraft:item ~ ~ ~ {Item:{id:"minecraft:spawn_egg",Count:1b,Damage:0s,tag:{EntityTag:{id:"minecraft:bat",Tags:["oregensum"]}}}}

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on death titles
    Quote from willralbright»

    can i make it smaller?


    If you are referring to making the text smaller, you can change the second command to this:

    /execute @a[score_dead_min=1] ~ ~ ~ title @a subtitle ["",{"selector":"@a[score_dead_min=1]"},{"text":" has died! "}]
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on /blockdata deleting \'s

    I don't play with much JSON, so I'm going to dissect the command for you, but you also should put your title and author in quotes.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on /blockdata deleting \'s

    Try triple escapes. The first backslash escapes the following backslash, and the third backslash escapes the quote.


    Edit: Also you need to enclose the entire Command: tag in quotes: {Command:"say hi"}

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Setblock t-flop help?
    Quote from pookshuman»

    Thanks for the help, I will test it later.


    But is there is no way to do it without summoning redstone blocks?


    Not without testing blockdata and/or making this more complex than it needs to be. The redstone is handled within 1 tick and removed same tick, you can't even see it flicker. It does not cause lag or add any delay to output.
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Help with reward system

    Well, I am new to functions and started working on them only a week ago so I'm not really experienced with them and I don't know whether they would cause more lag than command blocks on not.


    They reduce lag like you wouldn't believe. You can do so much more with functions before you start seeing lag. Of course you have to optimize them differently and if you do not optimize properly, they will lag.
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Help with reward system

    First, the lag depends on the server, and second, I wasn't talking about the lag caused by the number of items, but the number of commands that will have to be processed. But yeah, who wouldn't want to be a mass murderer when you get rewarded with diamonds for it?


    That wouldn't be any more of an issue than the solution you have provided (until the kill count is higher than you have accounted for). I've been using recursive functions for lots of things and if anything they run faster than hard coded commands, because they have the much higher chance of running fewer commands than the hardcoded version.
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Help with reward system

    That way it can go past the 64 limit but might lag the game if there happens to be a mass murderer in the server and he happens to die... ↑▽↑


    Heh, but they would have to have a seriously absurd number of kills to cause any lag, especially since the items will stack together pretty quickly. But who wouldn't want to be a mass murderer when you get rewarded with diamonds for it?
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Help with reward system

    This can be done with recursive functions.


    On the game loop:


    execute @a[score_deaths_min=1] ~ ~ ~ function diamond:death

    scoreboard players reset @a[score_deaths_min=1] kills

    scoreboard players reset @a[score_deaths_min=1] deaths


    In diamond/death.mcfunction:


    summon minecraft:item ~ ~ ~ {Item:{id:"minecraft:diamond",Count:1b}}

    scoreboard players remove @s kills 1

    function diamond/death.mcfunction if @s[score_kills_min=0]


    Now when a player dies (even if they had 0 kills), they will drop 1 diamond. Then they will drop 1 additional diamond per kill they had.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Setblock t-flop help?

    So this will take a very exact command block build. All these commands need to be in one chain on the same Y axis, and each following command will be +1 along the X axis. The air/stone block in question will be +5 along the Z from the first command block.


    The first command block will be an impulse command block set to needs redstone, the following will be chains set to unconditional/always active unless otherwise stated. A "COND" prefix means the command block will be conditional. "NEEDS REDSTONE" obviously means it needs redstone. All of the commands without "COND" need to be unconditional and all without "NEEDS REDSTONE" need to be always active.


    testforblock ~ ~ ~5 minecraft:air

    COND: setblock ~3 ~1 ~ minecraft:redstone_block

    testforblock ~-2 ~ ~5 minecraft:stone

    COND: setblock ~2 ~1 ~ minecraft:redstone_block

    NEEDS REDSTONE: setblock ~-4 ~ ~5 minecraft:stone

    NEEDS REDSTONE: setblock ~-5 ~ ~5 minecraft:air

    fill ~-2 ~1 ~ ~-1 ~1 ~ minecraft:air


    Just because a block is conditional or needs redstone, it does not affect any other blocks in that chain. So if the first command fails, the second command will be skipped, but the third will still run. Same goes for the 5th and 6th commands, if either does not have redstone power, the pulse will still travel to the following command blocks.


    Edit: Additional note, if the block is neither air nor stone, then nothing will happen.

    Posted in: Commands, Command Blocks and Functions
  • To post a comment, please or register a new account.