Pretty long title. Well, this is a pretty big problem that may not even be possible. Or it may just be that I'm stupid. Anyways, this is the scenario:
I have an Armor Stand, and when I make it hold a gold nugget when I right click it. What I want it to do it kill the Armor Stand, and replace it with a new one. (Which I have already done, so don't worry about it.) Then, I want it to take all the gold nuggets out of my inventory and add the amount of gold nuggets to a scoreboard called Door. When the scoreboard Door reaches, say 60, it will open a door. But, when it is close to 60, say 55, and the player has over 5, say 20, I only want it to take 5, so then the player is left with 15 gold nuggets and the door will open. Whew! That took long. I bolded some of the most important parts. If you can help out in any way, it will be great. Thank you!
Rollback Post to RevisionRollBack
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
The easiest way would be not to always remove the nuggets, but only remove them when they have enough. Otherwise, if you really want to do it like that you will have to remove them one at a time. I'll show you the easier way and if you still want to know how to do it exactly as you are asking then I'll show you that one too.
First, create a scoreboard objective to hold the number of nuggets a player has:
/scoreboard objectives add nuggets dummy
Now connect these to your clock:
/scoreboard players add @e[type=ArmorStand,name=GoldDoor] Door 0
/scoreboard players set @e[type=ArmorStand,name=GoldDoor] nuggets 0
/scoreboard players set @e[type=ArmorStand,name=GoldDoor] nuggets 1 {Equipment:[{id:"minecraft:gold_nugget"}]}
/scoreboard players set @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1,score_Door=59] Door 0
So I kind of added in a few other features you would have eventually realized that you would need, but instead of killing the armor stand we just remove the nugget from its hand and drop it on the ground. This will only happen when a player does not have 59 more nuggets after giving one to the armor stand to hold. No nuggets will be consumed unless the player has 60. In this method the armor stand needs to be named "GoldDoor", but you can change the name to whatever you want.
Wow. You are a genius. But, some of the stuff I honestly don't understand. So, let me see if I can get some of it...
When I give the armor stand a gold nugget, it sets nuggets to 1. Then... that stats entity thing really stumbled me. That's the only command that I honestly don't know what it does, nor have I seen it before. I also could not find anything on the Internet about it. You will have to clarify that for me. Anyways, after that, you clear the scoreboard of my nuggets, but not my inventory yet. You then... well... clear 0 gold nuggets from my inventory? Maybe I'm not reading it right, but I don't see the point in that... Anyways, by now I'm kind of lost, because you then clear my inventory of 59 gold nuggets.. when I have 59 for the Nuggets scoreboard. I thought you cleared the Nuggets scoreboard. Anyways, after that, you set the score of Door to 60 for the iron door, making the door open. You then summon 1 gold nugget on the ground, then close the door again.
That it definitely not what you intended it to be, so please clarify some of the things before I go ahead and do it. If it is pretty much right, I have a few issues, just to clear a few things up before you clarify the commands to me. 1 is that the door will have to remain open all the time. This is kind of like an adventure map, so the player or players will have to be going in and out constantly. You don't have to fix that. I can probably do it on my own without trouble. 2 is that the armor stand will have to be killed once the door is open, because I don't want players accidentally putting their potion or sword in the stand. I can also probably do that too. 3 is that if a player accidentally puts their other item, say sword, in the armor stand before the door is open, it will be gone forever. I can probably make a system to give them back their items, but if you have a really good and foolproof way, please tell me.
Wow. That was probably the longest message I have ever typed. I really appreciate you taking the long, painful time to type out all of those commands, and at actually finding a way to fix my problem. Well, with a few tweaks I think it will work. Thanks!:lol:
Rollback Post to RevisionRollBack
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
It is going to work exactly as you want it to. The reason it drops the gold nugget and resets is if the player did NOT have 60 nuggets. Otherwise, it stays open forever. So let me go over exactly what the commands are doing here:
We are adding 0 to the armor stand's Door objective so that it will be tracked even if it has a score of 0.
We set the armor stand's nuggets score to 0, because the next command will set it to 1 if it is holding a nugget, so by default we want to assume it is not holding a nugget.
Now we set it's score of nuggets to 1 if it is holding a nugget.
Now the stats command allows us to retrieve the result of a command that was executed by an entity as a scoreboard objective value. In this case we are setting all players within 5 blocks of the armor stand if it is holding a nugget to track the number of affected items as a score, "nuggets", for that player.
Because we used /stats last command, it needs the entity to have a score of nuggets before it can set it to anything, so we set it to 0, assuming they have no nuggets.
Now we are trying to clear 0 nuggets from all players within 5 blocks of the armor stand that is holding a nugget, what this will do is return the total number of nuggets in the players inventory without actually clearing any. Thanks to the /stats command that number is now assigned to the nuggets objective for each player. So if you have 5 nuggets after giving one to the armor stand you will have a score equal to 5.
Now if the player has at least 59 nuggets we remove 59 of them.
Again, if the player had at least 59 nuggets, we set the armor stand's score of Door to 60. (59+1 because we used one when we made him hold it.)
Now if the armor stand is holding a nugget but its Door score is less than 60 ("score_Door=59" means 59 is the max number it can be) we summon a new nugget (as if the armor stand dropped it).
Now we can remove the nugget from the armor stands hand if it didn't get 60 nuggets from the player.
Finally, if the armor stand hasn't received the nuggets we reset its Door score, probably not necessary but it's a good precaution.
Alright, I tried it, and something is not working. I had 64 gold nuggets, and 64 score for nuggets. I right clicked the armor stand, and nothing happened, except removing 59 gold nuggets from my inventory, which is what I wanted. I went to check on the command blocks, and everything went fine, until it got to /execute @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1,score_Door=59] ~ ~ ~ summon Item ~ ~ ~ {Item:{id:"minecraft:gold_nugget",Count:1,Damage:0}} and that is when the command block did not even have an output, but the command blocks beyond needed to activate to make the armor stand door thing successful. maybe it's a problem with the design. Here is how I built it:
= /scoreboard players set @e[type=ArmorStand,name=GoldDoor,score_nuggers_min=1,score_Door=59] Door 0
Also, one thing I forgot to mention is that I already have a scoreboard on the side measuring how many gold nuggets I have. It is called Healthbar, but I did not want the armor stand to show up on it, so I tried to create the nuggets scoreboard and see how that went. You can see Healthbar on the side of the screen in the pic.
ATTACHMENTS
2015-07-17_14.09.48
Rollback Post to RevisionRollBack
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
That command shouldn't activate because the criteria was not matched. That command is used as a reset in case someone WITHOUT 60 nuggets clicks the armor stand. You should not be mixing redstone with these commands either. You need to activate every one of these commands at the exact same time, but still keep the order of execution in mind. The order of execution in one single game tick is least to greatest along the x,y,z. So make a line of command blocks along either the x or z. Starting with a lower number and going up. Run redstone dust along the top of all the command blocks and power the dust. To activate the door, you need to use a command like this:
/testfor @e[type=ArmorStand,score_Door_min=60]
Then activate what you need with a comparator from that block.
Further, you are activating the whole circuit when the armor stand has the nugget. Don't. I already accounted for everything. Simply use exactly what I wrote and none of your own stuff. Once that works, try tweaking it to your liking. My commands need to be running on a clock. Not a one time activated circuit.
I lined everything up as you said, put the commands from first to last in a straight line then when I gave the armor stand a gold nugget, it didn't work. I went back and some commands were saying "The entity UUID provided is in an invalid format" or "That player cannot be found". When you reply next, can you please show a picture of how this is really supposed to look? I'm not as advanced as you are with command blocks.
This is what I did:
(Keep in mind I put the commands you wrote from top to bottom, right to left.)
ATTACHMENTS
2015-07-18_13.36.04
Rollback Post to RevisionRollBack
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
You are using a command block's comparator output to activate the circuit. Why?
Don't do that at all. Seriously. Connect the commands I provided to your clock without ANYTHING else. Do not add anything of your own to it. I literally made the entire system with my commands. I accounted for EVERYTHING. Stop adding your own things until you understand the workings I have provided, through first hand testing. What you have will work just fine if you remove the first command block and comparator, if what I see is what I think it is. Remember if the scoreboard objectives have not been added this circuit will not work.
If there is not a way to get score for objective Door, then how would /execute @e[type=ArmorStand] ~ ~ ~ /scoreboard players set @a[score_Door=59] nClear 1 {Inventory:[{id:"minecraft:gold_nugget"}]} work?
Oh and btw, you are right. I had no idea what I was doing.
wait nvm I am stupid I didn't read the command *facepalm*
I set the sidebar to Door and my gamemode 0, and gave myself 64 nuggets. When I right clicked the armor stand to give it a nugget, its Door objective changed to 60 and I was left with only 4 nuggets.
Then I also made sure that the rest of the system worked, killed the armor stand, summoned a new one and while still only holding 4 nuggets I tried to give the armor stand one. It immediately dropped the nugget on the ground and Door stayed at 0.
What I provided works 100%.
Edit: Also, I noticed you said this:
This is what I did:
(Keep in mind I put the commands you wrote from top to bottom, right to left.)
Just because the redstone starts from the right, does not mean it executed from right to left. You MUST ensure that as you go further left, the x or z, whichever axis you are on is INCREASING. The picture you provided does not give enough information to determine if it is or not.
Edit2: Actually, I take that back. It doesn't work 100%, but nearly. I found a slight bug. When the armor stand has already been given 60 nuggets and it is still holding the nugget; if a player with at least 59 nuggets walks up to it, their nuggets will be removed. To fix this, change line #6 to this:
Pretty long title. Well, this is a pretty big problem that may not even be possible. Or it may just be that I'm stupid. Anyways, this is the scenario:
I have an Armor Stand, and when I make it hold a gold nugget when I right click it. What I want it to do it kill the Armor Stand, and replace it with a new one. (Which I have already done, so don't worry about it.) Then, I want it to take all the gold nuggets out of my inventory and add the amount of gold nuggets to a scoreboard called Door. When the scoreboard Door reaches, say 60, it will open a door. But, when it is close to 60, say 55, and the player has over 5, say 20, I only want it to take 5, so then the player is left with 15 gold nuggets and the door will open. Whew! That took long. I bolded some of the most important parts. If you can help out in any way, it will be great. Thank you!
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
Cheesy, right?
The easiest way would be not to always remove the nuggets, but only remove them when they have enough. Otherwise, if you really want to do it like that you will have to remove them one at a time. I'll show you the easier way and if you still want to know how to do it exactly as you are asking then I'll show you that one too.
First, create a scoreboard objective to hold the number of nuggets a player has:
/scoreboard objectives add nuggets dummy
Now connect these to your clock:
/scoreboard players add @e[type=ArmorStand,name=GoldDoor] Door 0
/scoreboard players set @e[type=ArmorStand,name=GoldDoor] nuggets 0
/scoreboard players set @e[type=ArmorStand,name=GoldDoor] nuggets 1 {Equipment:[{id:"minecraft:gold_nugget"}]}
/execute @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1] ~ ~ ~ stats entity @e[type=Player,r=5] set AffectedItems @p nuggets
/scoreboard players set @a nuggets 0
/execute @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1] ~ ~ ~ execute @e[type=Player,r=5] ~ ~ ~ clear @p minecraft:gold_nugget 0 0
/clear @e[type=Player,c=1,score_nuggets_min=59] minecraft:gold_nugget 0 59
/execute @e[type=Player,c=1,score_nuggets_min=59] ~ ~ ~ scoreboard players set @e[type=ArmorStand,name=GoldDoor,c=1,score_nuggets_min=1] Door 60
/execute @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1,score_Door=59] ~ ~ ~ summon Item ~ ~ ~ {Item:{id:"minecraft:gold_nugget",Count:1,Damage:0}}
/entitydata @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1,score_Door=59] {Equipment:[{},{},{},{},{}]}
/scoreboard players set @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1,score_Door=59] Door 0
So I kind of added in a few other features you would have eventually realized that you would need, but instead of killing the armor stand we just remove the nugget from its hand and drop it on the ground. This will only happen when a player does not have 59 more nuggets after giving one to the armor stand to hold. No nuggets will be consumed unless the player has 60. In this method the armor stand needs to be named "GoldDoor", but you can change the name to whatever you want.
Wow. You are a genius. But, some of the stuff I honestly don't understand. So, let me see if I can get some of it...
When I give the armor stand a gold nugget, it sets nuggets to 1. Then... that stats entity thing really stumbled me. That's the only command that I honestly don't know what it does, nor have I seen it before. I also could not find anything on the Internet about it. You will have to clarify that for me. Anyways, after that, you clear the scoreboard of my nuggets, but not my inventory yet. You then... well... clear 0 gold nuggets from my inventory? Maybe I'm not reading it right, but I don't see the point in that... Anyways, by now I'm kind of lost, because you then clear my inventory of 59 gold nuggets.. when I have 59 for the Nuggets scoreboard. I thought you cleared the Nuggets scoreboard. Anyways, after that, you set the score of Door to 60 for the iron door, making the door open. You then summon 1 gold nugget on the ground, then close the door again.
That it definitely not what you intended it to be, so please clarify some of the things before I go ahead and do it. If it is pretty much right, I have a few issues, just to clear a few things up before you clarify the commands to me. 1 is that the door will have to remain open all the time. This is kind of like an adventure map, so the player or players will have to be going in and out constantly. You don't have to fix that. I can probably do it on my own without trouble. 2 is that the armor stand will have to be killed once the door is open, because I don't want players accidentally putting their potion or sword in the stand. I can also probably do that too. 3 is that if a player accidentally puts their other item, say sword, in the armor stand before the door is open, it will be gone forever. I can probably make a system to give them back their items, but if you have a really good and foolproof way, please tell me.
Wow. That was probably the longest message I have ever typed. I really appreciate you taking the long, painful time to type out all of those commands, and at actually finding a way to fix my problem. Well, with a few tweaks I think it will work. Thanks!:lol:
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
Cheesy, right?
It is going to work exactly as you want it to. The reason it drops the gold nugget and resets is if the player did NOT have 60 nuggets. Otherwise, it stays open forever. So let me go over exactly what the commands are doing here:
We are adding 0 to the armor stand's Door objective so that it will be tracked even if it has a score of 0.
We set the armor stand's nuggets score to 0, because the next command will set it to 1 if it is holding a nugget, so by default we want to assume it is not holding a nugget.
Now we set it's score of nuggets to 1 if it is holding a nugget.
Now the stats command allows us to retrieve the result of a command that was executed by an entity as a scoreboard objective value. In this case we are setting all players within 5 blocks of the armor stand if it is holding a nugget to track the number of affected items as a score, "nuggets", for that player.
Because we used /stats last command, it needs the entity to have a score of nuggets before it can set it to anything, so we set it to 0, assuming they have no nuggets.
Now we are trying to clear 0 nuggets from all players within 5 blocks of the armor stand that is holding a nugget, what this will do is return the total number of nuggets in the players inventory without actually clearing any. Thanks to the /stats command that number is now assigned to the nuggets objective for each player. So if you have 5 nuggets after giving one to the armor stand you will have a score equal to 5.
Now if the player has at least 59 nuggets we remove 59 of them.
Again, if the player had at least 59 nuggets, we set the armor stand's score of Door to 60. (59+1 because we used one when we made him hold it.)
Now if the armor stand is holding a nugget but its Door score is less than 60 ("score_Door=59" means 59 is the max number it can be) we summon a new nugget (as if the armor stand dropped it).
Now we can remove the nugget from the armor stands hand if it didn't get 60 nuggets from the player.
Finally, if the armor stand hasn't received the nuggets we reset its Door score, probably not necessary but it's a good precaution.
Alright, I tried it, and something is not working. I had 64 gold nuggets, and 64 score for nuggets. I right clicked the armor stand, and nothing happened, except removing 59 gold nuggets from my inventory, which is what I wanted. I went to check on the command blocks, and everything went fine, until it got to /execute @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1,score_Door=59] ~ ~ ~ summon Item ~ ~ ~ {Item:{id:"minecraft:gold_nugget",Count:1,Damage:0}} and that is when the command block did not even have an output, but the command blocks beyond needed to activate to make the armor stand door thing successful. maybe it's a problem with the design. Here is how I built it:
= /testfor @e[type=ArmorStand,name=GoldDoor] {Equipment:[{id:minecraft:gold_nugget,Count:1b}]}
= /scoreboard players add @e[type=ArmorStand,name=GoldDoor] Door 0
= /scoreboard players set @e[type=ArmorStand,name=GoldDoor] nuggets 0
/scoreboard players set @e[type=ArmorStand,name=GoldDoor] nuggets 1 {Equipment:[{id:"minecraft:gold_nugget
= /execute @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1] ~ ~ ~ stats entity @e[type=Player,r=5] set AffectedItems @p nuggets
= /scoreboard players set @a nuggets 0
= /execute @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1] ~ ~ ~ execute @e[type=Player,r=5] ~ ~ ~ clear @p minecraft:gold_nugget 0 0
= /clear @e[type=Player,c=1,score_nuggets_min=59] minecraft:gold_nugget 0 59
= /execute @e[type=Player,c=1,score_nuggets_min=59] ~ ~ ~ scoreboard players set @e[type=ArmorStand,name=GoldDoor,c=1,score_nuggets_min=1] Door 60
= /execute @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1,score_Door=59] ~ ~ ~ summon Item ~ ~ ~ {Item:{id:"minecraft:gold_nugget",Count:1,Damage:0}}
= /entitydata @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1,score_Door=59] {Equipment:[{},{},{},{},{}]}
= /scoreboard players set @e[type=ArmorStand,name=GoldDoor,score_nuggers_min=1,score_Door=59] Door 0
Also, one thing I forgot to mention is that I already have a scoreboard on the side measuring how many gold nuggets I have. It is called Healthbar, but I did not want the armor stand to show up on it, so I tried to create the nuggets scoreboard and see how that went. You can see Healthbar on the side of the screen in the pic.
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
Cheesy, right?
That command shouldn't activate because the criteria was not matched. That command is used as a reset in case someone WITHOUT 60 nuggets clicks the armor stand. You should not be mixing redstone with these commands either. You need to activate every one of these commands at the exact same time, but still keep the order of execution in mind. The order of execution in one single game tick is least to greatest along the x,y,z. So make a line of command blocks along either the x or z. Starting with a lower number and going up. Run redstone dust along the top of all the command blocks and power the dust. To activate the door, you need to use a command like this:
/testfor @e[type=ArmorStand,score_Door_min=60]
Then activate what you need with a comparator from that block.
Further, you are activating the whole circuit when the armor stand has the nugget. Don't. I already accounted for everything. Simply use exactly what I wrote and none of your own stuff. Once that works, try tweaking it to your liking. My commands need to be running on a clock. Not a one time activated circuit.
I'm really not good at this, am I?
I lined everything up as you said, put the commands from first to last in a straight line then when I gave the armor stand a gold nugget, it didn't work. I went back and some commands were saying "The entity UUID provided is in an invalid format" or "That player cannot be found". When you reply next, can you please show a picture of how this is really supposed to look? I'm not as advanced as you are with command blocks.
This is what I did:
(Keep in mind I put the commands you wrote from top to bottom, right to left.)
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
Cheesy, right?
You are using a command block's comparator output to activate the circuit. Why?
Don't do that at all. Seriously. Connect the commands I provided to your clock without ANYTHING else. Do not add anything of your own to it. I literally made the entire system with my commands. I accounted for EVERYTHING. Stop adding your own things until you understand the workings I have provided, through first hand testing. What you have will work just fine if you remove the first command block and comparator, if what I see is what I think it is. Remember if the scoreboard objectives have not been added this circuit will not work.
Really, removing the command block didn't make a difference. It still does not work. And I didn't add any extra tweaks.
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
Cheesy, right?
What does the Door objective get set to when you give the armor stand a nugget?
Zero.
Well, it says that on the scoreboard, but in the command block when it sets the score to 60, it says The entity UUID provided is in an invalid format.
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
Cheesy, right?
Is the armor stand named "GoldDoor" or if you change the commands then the name that it is looking for?
Yep. The Armor Stand is named GoldDoor, and the command blocks are all testing for GoldDoor when doing things with the armor stand.
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
Cheesy, right?
Are any of the command blocks outputting any errors? What happens when you have less than 60 nuggets when you give the armor stand one?
If there is not a way to get score for objective Door, then how would /execute @e[type=ArmorStand] ~ ~ ~ /scoreboard players set @a[score_Door=59] nClear 1 {Inventory:[{id:"minecraft:gold_nugget"}]} work?
Oh and btw, you are right. I had no idea what I was doing.
wait nvm I am stupid I didn't read the command *facepalm*
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
Cheesy, right?
Also, how I testfor an armor stand holding a gold nugget is /testfor @e[type=ArmorStand,name=GoldDoor] {Equipment:[{id:minecraft:gold_nugget}]}.
I'm not good enough for /execute.
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
Cheesy, right?
Anyone?
If I could combine 5 random games, it would be:
-Minecraft
-Dragon Ball: Xenoverse
-Batman: Arkham Asylum
-Superman 64
-Fifa 16
I'd call it Anime and Justice League: A "Blocky" Ball-Kicking Adventure of Absolute Randomness!!!
Cheesy, right?
So I just created a new world, made a fill clock, copy and pasted every line I originally provided, and summoned an armor stand using this command:
/summon ArmorStand ~ ~ ~ {ShowArms:1,NoGravity:1,CustomName:"GoldDoor",CustomNameVisible:1}
I set the sidebar to Door and my gamemode 0, and gave myself 64 nuggets. When I right clicked the armor stand to give it a nugget, its Door objective changed to 60 and I was left with only 4 nuggets.
Then I also made sure that the rest of the system worked, killed the armor stand, summoned a new one and while still only holding 4 nuggets I tried to give the armor stand one. It immediately dropped the nugget on the ground and Door stayed at 0.
What I provided works 100%.
Edit: Also, I noticed you said this:
This is what I did:
(Keep in mind I put the commands you wrote from top to bottom, right to left.)
Just because the redstone starts from the right, does not mean it executed from right to left. You MUST ensure that as you go further left, the x or z, whichever axis you are on is INCREASING. The picture you provided does not give enough information to determine if it is or not.
Edit2: Actually, I take that back. It doesn't work 100%, but nearly. I found a slight bug. When the armor stand has already been given 60 nuggets and it is still holding the nugget; if a player with at least 59 nuggets walks up to it, their nuggets will be removed. To fix this, change line #6 to this:
/execute @e[type=ArmorStand,name=GoldDoor,score_nuggets_min=1,score_Door=59] ~ ~ ~ execute @e[type=Player,r=5] ~ ~ ~ clear @p minecraft:gold_nugget 0 0