I was reading about the new Item Naming feature, and my mind went somewhere completely different than most people who were talking about the Repair part of it.
I started thinking about how helpful it would be, to be able to detect if a player has a certain Named item, since map makers would soon be able to Name a Tool or Weapon to give players.
So I thought of this.
THE CONDITIONAL BLOCK
Much along the same lines as the Control Block that was recently added, this block would make creating interesting effects in the game easier. Things like, If player has a certain item, let them open a specific door they normally cant, or to have all your redstone-lights turn on when night falls.
Security Issues? = Nope
The block itself would be similar to the Control Block, but would not need any OP placement restrictions or server.properties activation, because since its simply a condition checker and not something that actually GIVES the player any power, it could be used on any map without worry. Could even get a recipe for players to make in game for their survival homes/redstone machines to do simple tasks like automated lights.
The UI
The UI would be similar to the Control block, but would have three additional features.
As you can see from my crappy mock up of the UI, there are three sides that could be used to send a signal if a statement is found to be TRUE, and one that receives signals in the first place to activate the check. This way one block can check three different things, and have three different red-stone signals activate depending on what is found to be true.
The Conditions
These could be many various functions, as many reasons to activate red-stone exist. And they would ONLY be checked when the Conditional block is activated.
A code would be made up of three functions. The Target, The IF check type and the variable being checked for.
Example /If @p Health >5
Targets
Similar to the Control block @p, @r, @a would check players for things.
@p would be "if closest player" or @p x,y,z can be used to check player closest to coords.
@r would be "if randomly checked player"
@a would be "if any player"
Checks and Variables
Checks would be what is being checked, and variables would be inside [brackets] after to clarify they specifics of the check.
Things it could check on a player would be.
HasItem [Itemname,ItemID]
Health/Stamina [>,<,= X] X would be number of hearts.
OP [no,yes] or [0,1]
Non-player Checks (these would not use @p,@r or @a and check other various general things.)
Time [TimeofDay] (so you can have things happen at a certain time of day.)
LightLevel X,Y,Z [<,>,=0-15](So you can check the light level at a certain location and activate if its greater than or less than a certain amount. Use ~ for light at conditional block.)
BlockCheck X,Y,Z [BlockID] so you can check to see if a block exists at the given coords. If it does, the red-stone would activate.
ContainerHasItem X,Y,Z [Itemname or ItemID] Checks any container at the coordinates for an item. If that item exists inside, then the red-stone would activate.
PlayerNumber [<,>,= X] checks the number of players on the server.
OPNumber [<,>,= X] checks the number of players who are OP on the server.
Weather x,y,z [sunny,rain,snow] checks the weather in the chunk that the coords fall.
EntityType x,y,z [EntityId] Checks the coords and finds the nearest Entity to those coords. Could be used to detect certain monsters or villagers. Typing hostile instead of the ID will detect any hostile monster. and friendly will do the same.
Difficulty [] Detects the difficulty so you can have different actions based on how hard the map is supposed to be.
These are just tentative ideas for the block. There are many more possibilities.
Sorry for bumping this, I was going to make a suggestion about it, but I searched and found this thread. Don't know if 2-3 months is too old for bumping threads.
This idea is just awesome. It will probably revolutionize adventure maps. Imagine a fully automatic store that gives you a sword when you insert an emerald in a chest without having to spawn villagers until you get the right one.
Also, you're missing some very important commands:
PlayerPosition [X,Y,Z]: If there's any player on the specified position, the block outputs a signal.
MobPosition [X,Y,Z]: If there's any mob on the specified position, the block outputs a signal.
EntityPosition [X,Y,Z]: If there's any entity on the specified position, the block outputs a signal.
I'm surprised this suggestion hasn't received more attention. I can see how it would make adventure maps far more versatile and more fun. Support from me.
I started thinking about how helpful it would be, to be able to detect if a player has a certain Named item, since map makers would soon be able to Name a Tool or Weapon to give players.
So I thought of this.
Security Issues? = Nope
The block itself would be similar to the Control Block, but would not need any OP placement restrictions or server.properties activation, because since its simply a condition checker and not something that actually GIVES the player any power, it could be used on any map without worry. Could even get a recipe for players to make in game for their survival homes/redstone machines to do simple tasks like automated lights.
The UI
The UI would be similar to the Control block, but would have three additional features.
The Conditions
These could be many various functions, as many reasons to activate red-stone exist. And they would ONLY be checked when the Conditional block is activated.
A code would be made up of three functions. The Target, The IF check type and the variable being checked for.
Example /If @p Health >5
Targets
Similar to the Control block @p, @r, @a would check players for things.
@p would be "if closest player" or @p x,y,z can be used to check player closest to coords.
@r would be "if randomly checked player"
@a would be "if any player"
Checks and Variables
Checks would be what is being checked, and variables would be inside [brackets] after to clarify they specifics of the check.
Things it could check on a player would be.
- HasItem [Itemname,ItemID]
- Health/Stamina [>,<,= X] X would be number of hearts.
- OP [no,yes] or [0,1]
Non-player Checks (these would not use @p,@r or @a and check other various general things.)- Time [TimeofDay] (so you can have things happen at a certain time of day.)
- LightLevel X,Y,Z [<,>,=0-15](So you can check the light level at a certain location and activate if its greater than or less than a certain amount. Use ~ for light at conditional block.)
- BlockCheck X,Y,Z [BlockID] so you can check to see if a block exists at the given coords. If it does, the red-stone would activate.
- ContainerHasItem X,Y,Z [Itemname or ItemID] Checks any container at the coordinates for an item. If that item exists inside, then the red-stone would activate.
- PlayerNumber [<,>,= X] checks the number of players on the server.
- OPNumber [<,>,= X] checks the number of players who are OP on the server.
- Weather x,y,z [sunny,rain,snow] checks the weather in the chunk that the coords fall.
- EntityType x,y,z [EntityId] Checks the coords and finds the nearest Entity to those coords. Could be used to detect certain monsters or villagers. Typing hostile instead of the ID will detect any hostile monster. and friendly will do the same.
- Difficulty [] Detects the difficulty so you can have different actions based on how hard the map is supposed to be.
These are just tentative ideas for the block. There are many more possibilities.This idea is just awesome. It will probably revolutionize adventure maps. Imagine a fully automatic store that gives you a sword when you insert an emerald in a chest without having to spawn villagers until you get the right one.
Also, you're missing some very important commands:
PlayerPosition [X,Y,Z]: If there's any player on the specified position, the block outputs a signal.
MobPosition [X,Y,Z]: If there's any mob on the specified position, the block outputs a signal.
EntityPosition [X,Y,Z]: If there's any entity on the specified position, the block outputs a signal.
Anyway you get my support.
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