*note* all commands edited will also work for command blocks
1. /clear <player> [item] [amount] [data]
Basically added the amount so that you can remove a certain amount of items from the player and not their entire stack.
EX: /clear anthony42808 35 12 15 Which removes 12 black wool
2. /enable commandblocks
So that servers can easily turn on commandblocks without shutting the server down and rebooting it.
Command blocks:
1. /kill @
You should be able to kill everyone with command blocks to make everything easier than teleporting them to the void.
2. The command block should have a small place for an item slot. This way it would give the player what ever item that is it in. This would have to be typed as well: /give <player> itemslot [value].
Ex: /give @a itemslot 5 Say if a diamond was in the slot it would give everyone 5 diamonds.
EX: /give @p itemslot Say if the item was a custom splash potion, it would give the player the custom splash potion and not the effects.
The main use: This is used for custom data items along with enchanted items. Potions can now be edited, so why not be able to give the player edited splash potions without it being shot out of a dispenser.
3. /ROP <true/false>
ROP could also be a command for allowing Redstone Output if the arguments are met. If /rop [argument] true, then a redstone signal would be released from the command block. But if /rop [argument] false, then it would do the opposite of true.
Arguments:
1. i
"i" would stand for items, so say [i=35:15:12] it would check if the player has at least 12 black wool.
2. rop
"rop" would stand for redstone output, so say [i=35:15:12,rop=true] it would first check if the player has at least 12 black wool, and if so it would send a redstone output on the opposite side of the block.
3. d
"d" would be a delay in seconds. Ex: /time set day [d=360] So when the command block is activated by redstone, the time will not change until 3 minutes later.
4. e
"e" is for entity. So you can use the radius argument and the entity to check if their is a certain entity in the region. This could be used for a vast amount of occasions like checking if a minecart is at the station, or if all the mobs in an adventure map is killed before continuing.
EX: /rop [e=54:0,r=20] true This would first check that their is no entity 54 (Zombie). If I said 54:1, it would check if their was 1 zombie. R is radius (which is in minecraft right now), so it would check if no zombies are in a 20 block radius, and if their is none it would allow the redstone output to continute (stated by the "true").
EX2: /rop [e=40:1,r=4] false. This says that if a minecart is within a radius of 4 around the command block, then it will not turn the command block on and would not release a redstone signal, but if their is no minecart(entity id 40) then it will release a restone signal. This is useful, because it could dispense a minecart from the redstone signal.
The most important thing that we need for command blocks is adding multiple commands in one block.
Eg. In my adventure map I want it to do:
/spawnpoint
/say You have reached the checkpoint!
The most important thing that we need for command blocks is adding multiple commands in one block.
Eg. In my adventure map I want it to do:
/spawnpoint
/say You have reached the checkpoint!
That could be useful, but you can already do that by adding an extra command block next to it.
That could be useful, but you can already do that by adding an extra command block next to it.
This is my Super Mario Bros themed adventure map. The red wool is actually the command block. It would look kinda dumb having two command blocks there, so I would prefer having multiple commands.
In addition to that, there should be a gamerule to toggle whether you can see into and edit command blocks and dispensers. Because obviously right here they coud change it to say /give player 57 64 (give 64 diamond blocks) Unless there is a way you can see here to hide a redstone path to another command block, cos I'm stumped.
Just use the give command! It can give both black wool and splash potions. But if you like that idea, I suggest you support the givechest which does the same job! YAY SHAMELESS SELF PROMOTION!
I know about the command block, but you cannot give custom items like custom potions. So say if I wanted to give a splash potion with Health x and Speed V, it is impossible to give it to them, because dispensers will shoot the splash potion out and you cannot add custom data to the command block.
http://www.minecraft.../#entry23753923
First release is up, no pics uploaded yet, and the listener isn't working yet, but the give-chest is working fine, apart from the render.
*note* all commands edited will also work for command blocks
1. /clear <player> [item] [amount] [data] This comes in handy, support.
Basically added the amount so that you can remove a certain amount of items from the player and not their entire stack.
EX: /clear anthony42808 35 12 15 Which removes 12 black wool
2. /enable commandblocks It's not hard rebooting the server.
So that servers can easily turn on commandblocks without shutting the server down and rebooting it.
Command blocks:
1. /kill @ There is a reason they didn't add this in the first place. Besides, what's wrong with /effect @a[name=aary33] 7 1 100?
You should be able to kill everyone with command blocks to make everything easier than teleporting them to the void.
2. The command block should have a small place for an item slot. This way it would give the player what ever item that is it in. This would have to be typed as well: /give <player> itemslot [value]. I find this very useful. Support.
Ex: /give @a itemslot 5 Say if a diamond was in the slot it would give everyone 5 diamonds.
EX: /give @p itemslot Say if the item was a custom splash potion, it would give the player the custom splash potion and not the effects.
The main use: This is used for custom data items along with enchanted items. Potions can now be edited, so why not be able to give the player edited splash potions without it being shot out of a dispenser.
3. /ROP <true/false> It's as simple as reverting the signal using a torch.
ROP could also be a command for allowing Redstone Output if the arguments are met. If /rop [argument] true, then a redstone signal would be released from the command block. But if /rop [argument] false, then it would do the opposite of true.
Arguments:
1. i
"i" would stand for items, so say [i=35:15:12] it would check if the player has at least 12 black wool. Anything to expand the /clear command.
2. rop
"rop" would stand for redstone output, so say [i=35:15:12,rop=true] it would first check if the player has at least 12 black wool, and if so it would send a redstone output on the opposite side of the block. Same explanation as above.
3. d There is nothing wrong with using repeaters.
"d" would be a delay in seconds. Ex: /time set day [d=360] So when the command block is activated by redstone, the time will not change until 3 minutes later.
4. e This command already has separate threads to it, you might want to expand those instead of this thread.
"e" is for entity. So you can use the radius argument and the entity to check if their is a certain entity in the region. This could be used for a vast amount of occasions like checking if a minecart is at the station, or if all the mobs in an adventure map is killed before continuing.
EX: /rop [e=54:0,r=20] true This would first check that their is no entity 54 (Zombie). If I said 54:1, it would check if their was 1 zombie. R is radius (which is in minecraft right now), so it would check if no zombies are in a 20 block radius, and if their is none it would allow the redstone output to continute (stated by the "true").
EX2: /rop [e=40:1,r=4] false. This says that if a minecart is within a radius of 4 around the command block, then it will not turn the command block on and would not release a redstone signal, but if their is no minecart(entity id 40) then it will release a restone signal. This is useful, because it could dispense a minecart from the redstone signal.
1. /clear <player> [item] [amount] [data]
Basically added the amount so that you can remove a certain amount of items from the player and not their entire stack.
EX: /clear anthony42808 35 12 15 Which removes 12 black wool
2. /enable commandblocks
So that servers can easily turn on commandblocks without shutting the server down and rebooting it.
1. /kill @
You should be able to kill everyone with command blocks to make everything easier than teleporting them to the void.
2. The command block should have a small place for an item slot. This way it would give the player what ever item that is it in. This would have to be typed as well: /give <player> itemslot [value].
Ex: /give @a itemslot 5 Say if a diamond was in the slot it would give everyone 5 diamonds.
EX: /give @p itemslot Say if the item was a custom splash potion, it would give the player the custom splash potion and not the effects.
The main use: This is used for custom data items along with enchanted items. Potions can now be edited, so why not be able to give the player edited splash potions without it being shot out of a dispenser.
3. /ROP <true/false>
ROP could also be a command for allowing Redstone Output if the arguments are met. If /rop [argument] true, then a redstone signal would be released from the command block. But if /rop [argument] false, then it would do the opposite of true.
Arguments:
1. i
"i" would stand for items, so say [i=35:15:12] it would check if the player has at least 12 black wool.
2. rop
"rop" would stand for redstone output, so say [i=35:15:12,rop=true] it would first check if the player has at least 12 black wool, and if so it would send a redstone output on the opposite side of the block.
3. d
"d" would be a delay in seconds. Ex: /time set day [d=360] So when the command block is activated by redstone, the time will not change until 3 minutes later.
4. e
"e" is for entity. So you can use the radius argument and the entity to check if their is a certain entity in the region. This could be used for a vast amount of occasions like checking if a minecart is at the station, or if all the mobs in an adventure map is killed before continuing.
EX: /rop [e=54:0,r=20] true This would first check that their is no entity 54 (Zombie). If I said 54:1, it would check if their was 1 zombie. R is radius (which is in minecraft right now), so it would check if no zombies are in a 20 block radius, and if their is none it would allow the redstone output to continute (stated by the "true").
EX2: /rop [e=40:1,r=4] false. This says that if a minecart is within a radius of 4 around the command block, then it will not turn the command block on and would not release a redstone signal, but if their is no minecart(entity id 40) then it will release a restone signal. This is useful, because it could dispense a minecart from the redstone signal.
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If you have any suggestions, please leave a comment below!
Eg. In my adventure map I want it to do:
/spawnpoint
/say You have reached the checkpoint!
That could be useful, but you can already do that by adding an extra command block next to it.
This is my Super Mario Bros themed adventure map. The red wool is actually the command block. It would look kinda dumb having two command blocks there, so I would prefer having multiple commands.
In addition to that, there should be a gamerule to toggle whether you can see into and edit command blocks and dispensers. Because obviously right here they coud change it to say /give player 57 64 (give 64 diamond blocks) Unless there is a way you can see here to hide a redstone path to another command block, cos I'm stumped.
I know about the command block, but you cannot give custom items like custom potions. So say if I wanted to give a splash potion with Health x and Speed V, it is impossible to give it to them, because dispensers will shoot the splash potion out and you cannot add custom data to the command block.
First release is up, no pics uploaded yet, and the listener isn't working yet, but the give-chest is working fine, apart from the render.
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