I've been wanting to do some adventure maps and such and I only just recently got into it, but then came along 1.13...
We all know what I'm talking about with the dozens of dozens of dozens of huge changes to pretty much every single one of the commands in the game. I've been screwing around with commands and such for a very long time and I believe it's fair to say that I'm pretty experienced in the profession if you want to call it that. However these changes are just stressing me over soooo much.
Therefore I decided to get a head start on the map making so I know what I'm doing when the full update releases. The problem is I have literally no clue what 95% of the commands do.
For anyone who reads this thread, see if you can provide me with some of the command information I need. I'd really appreciate it!
/give @p <Item>{display:{name:["<Name of the item that the player sees."]}}
/give @p <Chest/Hopper/Dispenser/Shulker Box> {BlockEntityTag:{Lock/Key:["<Key is the name of the item that follows for the previous cmd>"]}}
/particle "Block/Dust/Falling Dust" <---- These don't work. Mistake on my part or bug on the game?
I can only use one or the other when I could previously use both. Mistake on my part, bug on the game, or change I was not aware of?
/execute if (player kills zombie, adds point to zombiekills objective, reaches min or max score) at player run particle
I've made a previous post about this command here, but now I need an updated solution. Basically a player will kill a zombie with a certain sword, earn a point which acts as "feeding" the sword and thus will make a particle drip from the player's sword's position.
If you understand any of these commands and have somewhat of an understandable valid explanation for them please go ahead and explain! I really want to get to understanding these new commands. Thanks!
I understand the give command now with the new text entry system so thanks for explaining that.
With the zombie thing, you read that incorrectly. I'm not wanting the zombies to die around the players, I'm wanting the game to test for a zombie kill scoreboard objective in which when players get a minimum amount of kills a particle will be executed.
Ex:
/execute if @e[type=player, scoremin:zombiekills=1] run @s (at selector) particle drippingLava ~ ~ ~
Tests for a player with a minimum zombiekills score of 1, runs on that player the dripping lava particle effect.
On the scoreboard identifications portion, I believe you got that correctly, just I myself could use some further elaboration how it works. I'm assuming the ".."s before, after, and between some of the variable scores are to say what you described?
I understand the give command now with the new text entry system so thanks for explaining that.
With the zombie thing, you read that incorrectly. I'm not wanting the zombies to die around the players, I'm wanting the game to test for a zombie kill scoreboard objective in which when players get a minimum amount of kills a particle will be executed.
Ex:
/execute if @e[type=player, scoremin:zombiekills=1] run @s (at selector) particle drippingLava ~ ~ ~
Tests for a player with a minimum zombiekills score of 1, runs on that player the dripping lava particle effect.
On the scoreboard identifications portion, I believe you got that correctly, just I myself could use some further elaboration how it works. I'm assuming the ".."s before, after, and between some of the variable scores are to say what you described?
Again thanks for the help.
The zombie thing, it would be like,
/execute at @a[scores={KillZombies=1..}] run particle ...
Thanks! That explains a lot about the new command configurations, but what about data tags?
MOST of the data tags are the same or simmilar to the existing NBT but if you start typing the interpreter can help you autocomplete (and learn) the new tags
I've been wanting to do some adventure maps and such and I only just recently got into it, but then came along 1.13...
We all know what I'm talking about with the dozens of dozens of dozens of huge changes to pretty much every single one of the commands in the game. I've been screwing around with commands and such for a very long time and I believe it's fair to say that I'm pretty experienced in the profession if you want to call it that. However these changes are just stressing me over soooo much.
Therefore I decided to get a head start on the map making so I know what I'm doing when the full update releases. The problem is I have literally no clue what 95% of the commands do.
For anyone who reads this thread, see if you can provide me with some of the command information I need. I'd really appreciate it!
/give @p <Item>{display:{name:["<Name of the item that the player sees."]}}
/give @p <Chest/Hopper/Dispenser/Shulker Box> {BlockEntityTag:{Lock/Key:["<Key is the name of the item that follows for the previous cmd>"]}}
/particle "Block/Dust/Falling Dust" <---- These don't work. Mistake on my part or bug on the game?
/kill @e[type=<Entity Selection>,distance=<Radius Selection>]
I can only use one or the other when I could previously use both. Mistake on my part, bug on the game, or change I was not aware of?
/execute if (player kills zombie, adds point to zombiekills objective, reaches min or max score) at player run particle
I've made a previous post about this command here, but now I need an updated solution. Basically a player will kill a zombie with a certain sword, earn a point which acts as "feeding" the sword and thus will make a particle drip from the player's sword's position.
If you understand any of these commands and have somewhat of an understandable valid explanation for them please go ahead and explain! I really want to get to understanding these new commands. Thanks!
/give @p <Item>{display:{Name:"JSON Format or Tellraw"}}
-/give @p stone{display:{Name:"{\"text\":\"TAKE THE L\"}"}}
/kill @e[type=<Entity Selection>,distance=<Radius Selection>]
-/kill @e[type=zombie,distance=..10] <- Will kill zombies in a distance of 10 and below
-/kill @e[type=zombie,distance=10..] <- Will kill zombies in a distance of 10 and above
-/kill @e[type=zombie,distance=5..10] <- Will kill zombies in a distance of 5 to 10
/execute at @a[scores={<Objectives>=<score>}] run <regular particle command>
-/execute at @a[scores={Moose=..10}] run say L <- Will say L when a player's score is 10 and below
-/execute at @a[scores={Moose=10..}] run say L <- Will say L when a player's score is 10 and above
-/execute at @a[scores={Moose=5..10}] run say L <- Will say L when a player's score is 5 to 10
-/execute at @a[scores={Moose=10}] run say L <- Will say L when a player's score is 10
/particle block <Block> ...
-/partcle block redstone_block <Particle stuff>
Hope This helps!
==Links==
๐๐๐๐จ๐ง๐ ๐๐ก๐๐ง๐ง๐๐ฅ- https://www.youtube.com/channel/UCQYroXqdZtYBnyspneetBGA/featured
๐๐ง๐ฌ๐ญ๐๐ ๐ซ๐๐ฆ- https://www.instagram.com/cowsdabest_yt/?hl=en
๐๐ฐ๐ข๐ญ๐ญ๐๐ซ- https://twitter.com/cowsdabestyt
๐๐ข๐ฌ๐๐จ๐ซ๐- https://discord.gg/H2NfhpQ
==DISCLAIMER!==
Please credit me if you are going to use it in a video or a map!
I understand the give command now with the new text entry system so thanks for explaining that.
With the zombie thing, you read that incorrectly. I'm not wanting the zombies to die around the players, I'm wanting the game to test for a zombie kill scoreboard objective in which when players get a minimum amount of kills a particle will be executed.
Ex:
/execute if @e[type=player, scoremin:zombiekills=1] run @s (at selector) particle drippingLava ~ ~ ~
Tests for a player with a minimum zombiekills score of 1, runs on that player the dripping lava particle effect.
On the scoreboard identifications portion, I believe you got that correctly, just I myself could use some further elaboration how it works. I'm assuming the ".."s before, after, and between some of the variable scores are to say what you described?
Again thanks for the help.
The zombie thing, it would be like,
/execute at @a[scores={KillZombies=1..}] run particle ...
==Links==
๐๐๐๐จ๐ง๐ ๐๐ก๐๐ง๐ง๐๐ฅ- https://www.youtube.com/channel/UCQYroXqdZtYBnyspneetBGA/featured
๐๐ง๐ฌ๐ญ๐๐ ๐ซ๐๐ฆ- https://www.instagram.com/cowsdabest_yt/?hl=en
๐๐ฐ๐ข๐ญ๐ญ๐๐ซ- https://twitter.com/cowsdabestyt
๐๐ข๐ฌ๐๐จ๐ซ๐- https://discord.gg/H2NfhpQ
==DISCLAIMER!==
Please credit me if you are going to use it in a video or a map!
this may help you, it's a complete list of all the new commands and a brief description of what they do.
https://gist.github.com/Dinnerbone/943fbcd763c19be188ed6b72a12d7e65
Thanks! That explains a lot about the new command configurations, but what about data tags?
MOST of the data tags are the same or simmilar to the existing NBT but if you start typing the interpreter can help you autocomplete (and learn) the new tags