More Info: How to Change Your Minecraft Skin in Java Edition
Need Help? Click here for more information on How to Change Your Minecraft Skin in Java Edition.
This thread was automatically marked as Locked.
Need Help? Click here for more information on How to Change Your Minecraft Skin in Java Edition.
This thread was automatically marked as Locked.
Hey Guys!
This is a collaboration put together by the community and myself, to help you learn about how command blocks work. This topic contains designs that you'd be able to use with your custom maps, from survival islands to mini-games.
Read This Before Posting!
Before posting, please take into account that this is NOT a tutorial for mods, textures or third-party programs. Command Blocks can't do everything, and neither can Minecraft, so if it can't be done, that's that! Well, hope this helps you, and don't forget to leave feedback!
NOTE: In some cases, you may want to do some altering of the designs shown here. Not everyone wants the player to hit a button or walk over a pressure plate. Scroll to the bottom of this post and head over to the Minecraft Wiki to find out more!
Want to help? I'm currently looking for tutorials on /summon, /setblock, dataTags, and other commands and mechanisms you do not see here. Feel free to post them!
---------------------------------------------------------------------------------------------
Contents:
Base Commands ~ Feare
/testfor ~ Tests if a player/s has a certain item, is in a certain area, or has a specific amount of Experience Orbs/Levels or Score.
/clear ~ Is used to clear a players inventory, or to remove ALL of one item.
/difficulty ~ Changes the difficulty to that of which is specified after the initial command.
/effect ~ Adds an certain effect to a player for a specified amount of time.
/enchant ~ Enchants the item the player/s is/are currently holding.
/gamemode ~ Changes the player/s to the specified gamemode.
/gamerule ~ Changes the gamerule specified to either true or false.
/give ~ Gives a player/s a certain item.
/say ~ Broadcasts the message displayed in the Command Block. Player arguements (@a,@p,@r) can beused to display a name in the broadcast.
/scoreboard ~ Uses arguements from the Scoreboard.
/spawnpoint ~ Sets the spawnpoint at the current location. If followed by X Y Z coordinates, this will set the player/s at a certain block.
/time ~ Argument "set" (/time set) <number | day | night> .
/toggledownfall ~ Toggles rain/snow.
/tp @# x y z~ Teleports specified player/s to a set of X Y Z coordinates.
/weather [seconds] ~ Used to change the weather, and set it's duration.
/xp <amount> [playername] ~ Gives the player/s a specified number of Experience Orbs.
/xp <amount>L [playername] ~ Gives the player/s a specified number of Experience Levels.
/playsound <FileLocation> <player> [x] [y] [z] [volume] [pitch] [minimum_volume] ~ Plays a specific sound
according to the arguments set.
/summon <EntityName> [x] [y] [z] [dataTag] ~ Summons an entity specific to the variables displayed. (LOOKING FOR TUTORIAL + DATATAGS)
Command Basics ~ Feare
@p = Closest Player
@a = All Players
@r = Random Player
Game Rules
commandBlockOutput - Enables/disables text output of command block commands to console.
doFireTick - Enables/disables fire spread.
doMobLoot - Enables/disables mob drops.
doMobSpawning - Enables/disables the spawning of mobs unless you want them to ex: eggs and mob spawners will still spawn mobs.
doTileDrops - Enables/disables blocks dropping items when broken (includes TNT destroying blocks)
keepInventory - Enables/disables keeping inventory on death.
mobGriefing - Enables/disables creepers, ghasts, and Wither blowing up blocks, endermen picking up blocks and zombies breaking doors.
naturalRegeneration - Allows/Disallows player to naturally regenerate health (if their hunger bar is high enough)
Type /gamerule to change the selected game rule.
Scoreboard:
Display Slots:
list - Lists the players killcount in the (TAB) menu.
sidebar - Shows the players killcount on a scoreboard on the right side of the screen.
belowname - Lists the players killcount below their name label.
Criteria:
dummy - Score is only changed by commands, and not by game events such as death. This is useful for event flags, state mappings, and currencies.
deathCount - Counts the number of times a player has died.
playerKillCount - Counts how many PLAYER kills a player has obtained.
totalKillCount - Counts the TOTAL number of kills a player has obtained.
health - Counts how much health a player has left.
Arguments:
score_NAME=# - Maximum experience level for the player
score_NAME_min=# - Minimum experience level for the player
Targeting Arguments:
x=# - X-coordinate
y=# - Y-coordinate
z=# - Z-coordinate
r=# - Maximum search radius
rm=# - Minimum search radius
c=# - Number of players. If negative, uses players from the end of the list first. When outputting through a comparator, the signal strength is equal to the number of players it locates
team=? - Targets players in that specific team
m=# - Targets players in that specific gamemode
name=? - Checks for players with this name. Inserting an '!' before the name checks only for players who do not have this name
Example: /tp @p[r=10,team=Black,m=2] 23 64 53
This would cause the CLOSEST PLAYER (@p) on the BLACK TEAM (team=Black), within a 10 BLOCK RADIUS (r=10), and the ADVENTURE GAMEMODE (m=2) to be TELEPORTED (tp) to the coordinates 23 64 53.
In another situation:
/tp @a[x=23,y=64,z=53,r=20,m=1,team=Black] 32 98 13
In this case, ALL PLAYERS (@a) on the BLACK TEAM (team=Black) within a 20 BLOCK RADIUS (r=20) of the coordinates 23 64 53 and in the GAMEMODE CREATIVE (m=1) would be TELEPORTED (tp) to the coordinates 32 98 13.
Other:
l=# - Maximum number of experience levels for the player
lm=# - Minimum number of experience levels for the player
Broadcasting Messages across the world and to individuals ~ Feare_104
Command Block: /say Message Here.
Broadcasts a world-wide message.Player Messages
Command Block: /tell @p Message Here.
Sends the CLOSEST PLAYER (@p) a message.
Spawnpoint ~ Feare_104
Instead, use the command /spawnpoint x y z and it will pinpoint the spawn. If this doesn't work, run it through a command block on a loop. This is used for individual players, per world. You can add player variables in this manner: /spawnpoint @a x y z.
Giving Items ~ Feare & FlazeOfAges
This will give the CLOSEST (@p) player an IRON SWORD (267).
NOTE: Item ID and player variable will change based on your map.
FlazeOfAges In-depth Tutorial:
For many versions mapmakers had to use dispensers and large amounts of redstone wiring to give a player equipment. Minecraft 1.4.2 changed everything.
/give works on a few basic arguments: Who you give the item to, what the item is, how many of the item to give, what damage value the item has and further datatags. Like this:
/give <player> <ID> [quantity] [damage value] [dataTag]
Let's start simple:
/give @p minecraft:stone 1 0
This will give the closest player one stone block. You don't have to target the closest player, @a will give ALL players one stone, @r will give a RANDOM player one stone. The next bit says "minecraft:stone" since a recent update you no longer have to use the numerical id's for items/blocks and it has been stated that numerical id's will not be supported in the future. For a list of items and their values, go HERE. Following that is the item count, you can make this number as large as you like. After the count is the damage value, some items aren't affected by damage values while others depend on it. Here's another /give example.
give @p minecraft:potion 64 16428
This command will give you a stack of "Splash potion of Harming". Potions are one of the most common items to be associated with damage values. For a more in-depth tutorial on custom potions, go HERE.
Following the damage value is where mapmakers/redstoners shine, data tags. I won't go into those too much other than give an example of what you can do with them.
give @p 279 1 0 {display:{Name:Destroyer,Lore:[I am Tank! Conqueror of Worlds]},ench:[{id:16,lvl:2},{id:17,lvl:5},{id:18,lvl:5},{id:34,lvl:10}],AttributeModifiers:[{Operation:0,UUIDLeast:1,UUIDMost:1,Amount:1.0,AttributeName:generic.movementSpeed,Name:whee}]}
Giving Potions ~ Feare_104
This will give the CLOSEST PLAYER (@p) one POTION OF FIRE RESISTANCE (8259) lasting 8 minutes. The Potion ID is 373, but the Potion DV is always different.As you can see, the ID comes first, then the quantity, then the DV.
The Potion DV list can be found here on the Minecraft Wiki!
Giving Enchanted Items ~ Feare
Command Block One: /give @p 267
Gives the NEAREST PLAYER (@p) an IRON SWORD (267).
Command Block Two: /enchant @p 16 2
Enchants the item the nearest player is holding. In this case, it would give a sword Sharpness II enchantment.
More on Enchantments can be found here on the Minecraft Wiki!
Potion Effects ~ Feare
Command Block One: /effect @p 9 30
This will cause the player to have NAUSEA (9) of 30 SECONDS (30).
More on Potion Effects can be found here on the Minecraft Wiki!
Weather ~ Feare
To toggle the weather between Snow, Rain and Shine, use the following command.
Command: /weather [duration]
Teleportation To Set Coordinates ~ Feare
The variables coloured in Purple are the coordinates, and will be different for everyone.
Relative Teleportation ~ AstroSpud
Command Block: /tp @p ~x ~y ~z
The variables coloured in Purple indicate how far the player will travel along each axis.
Example:Command Block: /tp @p ~5 ~10 ~15
This command will TELEPORT (tp) the CLOSEST PLAYER (@p) 5 block along the X axis (sideways), 10 blocks along the Y axis (up/down) and 15 blocks along the Z axis (front/back).
Experience Shops ~ Feare
Lower Command Block: /give @p[lm=5] 267
This will give the nearest player an IRON SWORD (267) for a MINIMUM (lm) of 5 EXPERIENCE LEVELS (=5)
Upper Command Block: /xp -5L @p[lm=5]
This will SUBTRACT 5 EXPERIENCE LEVELS (-5L) from the nearest player, if that player has a MINIMUM (lm) of 5 EXPERIENCE LEVELS (=5).
When giving potions, you must use the command like this:
Command Block: /give @p[lm=5] 373 3 16373
This would give the CLOSEST PLAYER (@p) 3 (3) POTIONS (373) of INSTANT HEALTH (16373).
The Potion ID comes first, then the amount, then the Potion value.
Scoreboard ~ Feare
Type /scoreboard objectives add Points totalKillCount Points
Next, type /scoreboard objectives setdisplay sidebar Points
Note: The words coloured in Purple can be whatever you wish them to be, just make sure they are the same in both commands.
Now, when you kill something, or someone, your kill count will show on a sidebar to the right side of the screen.
The argument "sidebar" can be changed to any of the following:
list - Lists the players killcount in the (TAB) menu.
sidebar - Shows the players killcount on a scoreboard on the right side of the screen.
belowname - Lists the players killcount below their name label.
The argument "totalKillCount" can be changed to any of the following, depending on your purposes:
dummy - Score is only changed by commands, and not by game events such as death. This is useful for event flags, state mappings, and currencies.
deathCount - Counts the number of times a player has died.
playerKillCount - Counts how many PLAYER kills a player has obtained.
totalKillCount - Count the TOTAL number of kills a player has obtained.
health - Counts how much health a player has left.
Point Shops (Using points from the Scoreboard) ~ Feare
Lower Command Block Command: /scoreboard players remove @p[score_Points_min=5] Points 5
This will SUBTRACT 5 POINTS (remove Points 5) from the CLOSEST PLAYER (@p) if the player has a MINIMUM (score_Points_min) of 5 Points.
Upper Command Block Command: /give @p[score_Points_min=5] 267
This will give the CLOSEST PLAYER (@p) an IRON SWORD (267) if the player has a MINIMUM (score_Points_min) of 5 Points.
Having NPCs speak accordingly - Gender ~ Raecchi
Command Block One: /testfor @p[lm=5]
This will run a TEST (testfor) on the CLOSEST PLAYER (@p) to see if they have a MINIMUM LEVEL (lm) of 5 EXPERIENCE LEVELS.
Behind this command block, place a redstone comparator. If the player tests positive (meaning the player has a minimum of 5 xp levels) the command block will output a signal to the comparator. MAKE SURE THE COMPARATOR IS NOT IN SUBTRACTION MODE. Have this comparator facing another command block.
Command Block Two (with this comparator): /tp @p[lm=5] x y z
If the player tests positive to what we did earlier, the player will be teleported to our coordinates and activate a pressure plate. That pressure plate will activate a signal and do the following:
2. /say Door Opened!
Broadcasts a message across the map telling all players that a door has been opened.
3. /tp @p x y z
This will teleport the CLOSEST PLAYER (@p) to the coordinates of your choice. I suggest teleporting the player to a block in front of the button.
Also, for the door, when the player teleports to the coordinates of the pressure plate, run a wire to an inverter to switch it off. This will deactivate a redstone torch, and make the pistons retract, releasing sand. This means the door has fallen, and is open. If you don't want to use sand, you can use an Iron door and wire the pressure plate up to a T-Flip Flop, which will be wired up to the door.
Coming off the same line of redstone we were first using, make a new section.
Command Block One: /testfor @p[l=4]
This will run a TEST (testfor) to see if the player has a MAXIMUM (l) of 4 EXPERIENCE LEVELS. This means the player has 4 levels or LESS. If the player tests positive to this test, he has tested negative to the other.
Now, to show the player he doesn't have enough xp, we will do the following:
Place down a redstone comparator branching off the command block, then place another command block in front of the comparator.
Have it run this message: /tell @p You do not have the required amount of funds to perform that action.
If this message appears, the player needs more XP to open the door.
The above can also be done with points from the scoreboard. Just change the @p[lm=5] to @p[score_Points_min] and the @p[l=4] to @p[score_Points=4]
Week Counter ~ Raecchi
Something I designed for a map I'm working on; thought I should share it so other people could use the same idea.
Step one:
/scoreboard objectives add week dummy Week
/scoreboard objectives add showweek dummy Week
/scoreboard objectives setdisplay sidebar showweek
Step Two:
Build this:
Experience Bank ~ Feare
Used to store and withdraw experience levels in a Bank.
Command: /scoreboard objectives add Money dummy Money
Next: /scoreboard objectives setdisplay list Money
Okay, let's dive into the command blocks! We'll start with the "Deposit" section.
"Rounds" System ~ Feare and Raecchi
1. /scoreboard objectives add Rounds dummy Rounds:
2. /scoreboard objectives add showRounds dummy Rounds
3. /scoreboard objectives setdisplay sidebar showRounds
Next, download the elevator. I'll post a MCEdit schematic at the bottom of this tutorial.
Enjoy!
Download the MCEdit Item Elevator "Rounds" system schematic here!
The "Mystery Box" ~Feare
Preliminary:
Run these commands in order:
Command One: /scoreboard objectives add Money totalKillCount Money
Command Two: /scoreboard objectives setdisplay sidebar Money
You can change the scoreboard sections to whatever you like. Just remember to refer back to the Scoreboard section if you need any help!
Images on imgur have mucked about, so instead of building it yourself, I am supplying you with an MCedit Schematic.
Download it here! Enjoy!
Playsound ~minihilly
/playsound <FileLocation> <player> [x] [y] [z] [volume] [pitch] [minimum_volume]
Whereas [] are optional, locate the sounds at .minecraft\assets\sound\, and name them after the location within the sound folder; so .minecraft\assets\sound\mob\pig\say will become mob.pig.say - it is IMPORTANT to note that numbers (0-9) CANNOT be used when referring to sound files; instead, the command will cycle through numbered files randomly (e.g. say1, say2, say3 will get picked randomly using the referrer mob.pig.say).
[x] [y] [z] coords are NOT referrers for the player's position, they a the set co-ords for where the sound plays from; for example, setting this to 0 2 3 will play a sound at x0, y2, and z3.
[volume] specifies the volume of the sound played (I think the maximum is 10*)
[Pitch] Specifies the Pitch (e.g. 1 will increase it by one octave, -1 will decrease it; decimals are accepted). I'm not sure, but I think the maximum value might be 6*
[minimum_volume] specify a minimum volume value - I think this means that, if the player is distant from the sound, how quietly it will reach before cutting out (essentially acting as a radius for the sound), but it doesn't appear to work
** Denotes uncertainty, or required confirmation.
Custom Potions ~FlazeOfAges
/give @p
The item id for a potion is 373, so we would use:
/give @p 373 1
This gives a basic potion (water bottle) with the count of one (that come from the '1' place after '373'). So we now have a water bottle but what if we want it to give some actual effects? To do that we have to add one more number after our count, this number is known as the 'damage' of the potion. Changing the damage of a potion will give different effects, so what happens if we give our water bottle a damage of 1?
/give @p 373 1 1
See that? We just got a basic Potion of Regeneration. We can use this damage value system to create all kinds of potions. For example, a damage of 2 will give a Potion of Swiftness etc. This is all well and good, but we don't have any "custom" potions yet. We can add custom potion effects by changing the potion's DataTag. This is achieved through the use of 'CustomPotionEffects'.
/give @p 373 1 1 {CustomPotionEffects:[{Id:2,Amplifier:1,Duration:200}]}
Woah, slow down there! Let's break this up:
"CustomPotionEffects:"
CustomPotionEffects is what is telling the command that we want to add custom effect to the potion.
"Id:2"
The id is specifying what effect we want. In this case, ID 2 is Slowness. For effect ID's visit the Minecraft Wiki.
"Amplifier:1"
The amplifier is enhancing our potion from basic Slowness I. Keep in mind that an amplifier of 0 is considered Slowness I, so an amplifier of 1 gives us Slowness II.
"Duration:200"
The duration is telling our potion how long to apply the effect. IMPORTANT: Duration is measured in ticks (there a 20 ticks per second) so this potion gives a duration of 10 seconds.So when we put everything together, we get a Slowness II potion with a duration of 10 seconds.
{CustomPotionEffects:[{Id:2,Amplifier:1,Duration:200}]}
That's all well and good, but what if we want multiple effects on our potion? That's simple enough, all we have to do is add another set of data after what we had previously entered. IMPORTANT: Be sure to seperate your effects with a comma, like shown below.
/give @p 373 1 1 {CustomPotionEffects:[{Id:2,Amplifier:1,Duration:200},{Id:9,Amplifier:3,Duration:200}]}
This potion now gives us Slowness II and Nausea for 10 seconds. But we want a more interesting name than "Potion of Slowness", to achieve this we can add a custom name to our potion using the display tag. IMPORTANT: Be sure to lay this out exactly as below, or it will not work.
{display:{Name:Potion of Lead Feet}}
We can now place our custom name into our our pre-made potion as shown below.
/give 373 1 1 {display:{Name:Potion of Lead Feet},CustomPotionEffects:{Id:2, Amplifier:1,Duration:200},{Id:9,Amplifier:0,Duration:200}]}
Voilà! We now have a fully custom potion with a custom name.To learn more about DataTags and how they work, head over to minihilly's post HERE.
Setblock
Using /setblock:
As of 1.7.2, Mojang implemented a feature into mine craft that would forever change the way mapmakers view blocks, /setblock. The setblock command essentially allows a command block (or player) to remotely place blocks into the world. Here's the syntax:
/setblock x y z <BlockID> data-method dataTag
Start your command with /setblock followed by the coordinates of where the block should be placed. After the coordinates goes the alphabetical ID of the block being placed (NOTE: Future versions of mine craft will not support numerical ID's, so for a full list of alphabetical ID's, go HERE.). Following the block ID is the block data. Most blocks will have a data of 0, but some block (like wool or logs) heavily depend on data values to change their appearance. The method of which the block is placed after the data value. There are three methods available: "keep" summons the block if the space is empty, "replace" will set the specified block no matter what it formally was, and "destroy" will set the block as well as display the particles of the block being destroyed.
Compared to other commands, /setblock doesn't much in the way of data tags, but here are some that are worthy to note:
/setblock ~~1 ~minecraft:skull 1 replace {ExtraType:FireArceus64,SkullType:3,Rot:0}
The above will set the block above the command block to a skull with my skin on it, you can change the name to make it anyone else's.
For a full list of setblock data tags, go HERE.
Ta-Daa! You have now learn't how to use /setblock. As always, here is a command that shows the full extent of /setblock:]
/setblock ~~~minecraft:mob_spawner 0 destroy {SpawnCount:1,SpawnRange:13,RequiredPlayerRange:64,Delay:5,MinSpawnDelay:5,MaxSpawnDelay:10,MaxNearbyEntities:50,EntityId:FireworksRocketEntity,SpawnData:{LifeTime:40,FireworksItem:{id:401,Count:1,tag:{Fireworks:{Explosions:[{Flicker:1,Trail:1,Type:1,Colors:[255,16711680,16776960],FadeColors:[255,16711680,16776960]}]}}}}}
Summon
Using /summon:
Not too long ago, there was a time when mobs had to be summoned from dispensers of custom spawners made with MC-Edit. But that all changed with the addition with /summon in 1.7.2. Let's take a look at some code.
/summon <EntityName> [x] [y] [z] [dataTag]
This is the syntax for all /summon commands. Start with /summon followed by the name of the entity/mob you want to spawn E.g Pig, Sheep, PrimedTnt; for a full list of entities and their names, go HERE. After the entity's name are the coordinates of the spawn.
Following the coordinates is were some of the more complex command block functions come in; Data Tags. I'll be covering some of the more commonly used tags, but if you want to learn more you can go HERE orHERE.
So let's spawn a basic Pig:
/summon Pig ~ ~1 ~
Following this is where the data tag goes. Let's give the pig a saddle.
/summon Pig ~ ~1 ~ {Saddled:1}
See what happened there? It is very important when using tags that you open and close each tag respectively. The Saddle tag is a boolean value, meaning it is either 1 or 0. What happens if we want the pig to have a custom name as well?
/summon Pig ~ ~1 ~ {Saddled:1,CustomName:"Piggy"}
NOTE: We do not have to make a new set of brackets for every tag, simply separate each tag with a comma.
So there you go! Now you can use /summon to spawn entities with great ease. Before I finish, here is an example of the kind of things you can do with /summon.
/summon Skeleton -864 59 327 {CustomName:Skeletor,CustomNameVisible:1,SkeletonType:1,Attributes:[{Name:generic.knockbackResistance,Base:1},{Name:generic.movementSpeed,Base:0.001}],DropChances:[0f,0f,0f,0f,1.0f],Equipment:[{id:261,tag:{ench:[{id:48,lvl:1}]}},{id:301,tag:{display:{color:0}}},{id:300,tag:{display:{color:0}}},{id:299,tag:{display:{color:0}}},{id:397,Count:1,Damage:1}]}
---------------------------------------------------------------------------------------------
Quick Links (Minecraft Wiki)
Command Block Section
Command Block Tutorials Section
Scoreboard Section
Contributers
AstroSpud - Relative Teleportation.
Benjakronk - Idea for Basic Targeting Arguments.
Raecchi - Week Counter, Having NPCs speak accordingly - Gender, "Rounds" System.
minihilly - Playsound.
FlazeOfAges - Custom Potions, In-depth Giving Items, Summon and Setblock.
---------------------------------------------------------------------------------------------
This thread will be updated frequently, so keep checking back here! I really hope we have helped.
Back To The Top
Gonna be using this alot I guess :3
Not a problem
If you add a ~ before the number, it'll teleport that much in that direction. For example, /tp @p ~5 ~0~0 would send you 5 blocks forward on the x axis.
I'll add it to the OP!
AstroSpud, I have given you credit under the "Contributors" section.
Thanks.
My pleasure
Basic targeting arguments:
x=?: X-coordinate.
y=?: Y-coordinate.
z=?: Z-coordinate.
r=?: Search radius.
team=: Search for players on a specific team.
m=(0, 1 or 2): Game mode.
Examples:
tp @p[r=10,team=???] (put coordinates here) will teleport the nearest player on the ??? team that is within a radius of 10 blocks from the command block.
gamemode 0 @a[x=23,y=64,z=53,r=20,m=!0] Will change the game mode to survival for all players within a 20 block radius of the coordinates 23 64 53, who do not already have survival.
BUT IT DOESN'T WORK!
Please reply as soon as possible. It's really bugging me :/Oh and is there a way to give an item and make it go into a specific slot??
You will probably have better luck giving custom items with droppers.
What you do is create a 1x 1z 2/3y space with droppers connected to a pressure plate.
Put your custom item(s) in the dropper(s), and have the command block teleport the player into the chamber, and have another one teleport the player back out.
If you want items to be infinite, go into an NBT editor(I mostly use the NBT editor filter for MCedit when I do this), and change the item count value to -1.
As for the making items go into a specific slot: Yes, with NBT editing you can do that. Check out Hypixel's Wither's Challenge map. The class select design is pretty much the solution to what you're looking for.
Alternatively, if you want to see the design I was talking about, you can check out my map, "Conquest" here, and see how I've done it.
Hope that helps
If you like, I could provide a tutorial for some commonly needed command block contraptions, like shop designs and class select systems, with screenshots.
By the way: This is a very good thread, Feare
To give this potion, use this command: /give @p 373 1 8193
There is no way yet to put an item into a specific slot, unless you use a different program, as Benjakronk suggested.
Shops are in there. Class selection is just /clear and a heap of /give commands. It's very simple.
And thankyou
Not a problem
No problem!
Thank you!