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    posted a message on [SOLVED] Custom Dropper Crafting Recipes

    lol, I made a data pack to make this easier

    Posted in: Commands, Command Blocks and Functions
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    posted a message on A few tricks for the uninitiated

    Thanks for the corrections, I did not have Minecraft open at the time and was just writing from memory

    Posted in: Commands, Command Blocks and Functions
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    posted a message on A few tricks for the uninitiated

    In 1.16.5 (I don't know about other versions), when place a block "text" and "italic" in the name becomes "italic" and "text" when you break it.

    This means that you can detect custom blocks with the name tag that were broken by a player in survival mode.


    Item frames are automatically centered when summoned, this can be used in conjunction with tagged firework rockets to get centered marker armor stands easily for custom blocks.


    A comparator coming out of an always active repeating command block leading to a block holding a redstone torch leading to an iron door that was placed open makes a door that will only open if certain conditions are met and can't be triggered with other types of redstone, like a button or lever.


    If a non-opped creative player is trapped in barriers (and with their head in a barrier) and each barrier has a tagged marker armor stand at its location and every tick a falling glass block is summoned, then the creative player cannot leave the 'cage'. Note: If you want to trap a non-opped survival player give them resistance 10 and saturation forever so they don't die from suffocation.


    execute as @e[type=minecraft:armor_stand,tag=unbreakableglass] at @s unless block ~ ~ ~ minecraft:barrier run kill @s
    execute at @e[type=minecraft:armor_stand,tag=unbreakableglass] run summon minecraft:falling_block ~ ~ ~ {BlockState:{Name:"minecraft:glass"},NoGravity:true}


    A great thing about using tagged armorstands at the locations at custom blocks is that you can set their location to air and kill all of them to remove them quickly.


    Giving an item frame the Invisibility:1b (I think) makes the item frame invisible, but not the item its holding.



    If you have any tricks you would like to add, please do

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Firing arrows without a bow

    summon the arrow with a nbt tag denoting its motion

    to find the correct nbt tag (in 1.16.5) you can use the data command

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Disable all damage in minecraft
    run on loop:
    effect give @e resistance 10000 10 true

    does not stop damage animation
    Posted in: Commands, Command Blocks and Functions
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    posted a message on IN URGENT NEED OF COMMAND BLOCK SHOP HELP!

    I tried to make it as fast as possible

    functions on multiplayer


    run once:

    scoreboard objectives add dirtpayed


    run when shop is activated:

    execute as @p store result score @s dirtpayed run clear @s minecraft:dirt 640


    note: replace @p with target selector for buyer


    run on repeat:

    give @a[scores={dirtpayed=640..}] minecraft:ghast_tear 1

    scoreboard players remove @a[scores={dirtpayed=640..}] dirtpayed 640

    give @a[scores={dirtpayed=64..640}] minecraft:dirt 64

    scoreboard players remove @a[scores={dirtpayed=64..640}] dirtpayed 64

    give @a[scores={dirtpayed=32..63}] minecraft:dirt 32

    scoreboard players remove @a[scores={dirtpayed=32..63}] dirtpayed 32

    give @a[scores={dirtpayed=16..31}] minecraft:dirt 16

    scoreboard players remove @a[scores={dirtpayed=16..31}] dirtpayed 16

    give @a[scores={dirtpayed=1..15}] minecraft:dirt

    scoreboard players remove @a[scores={dirtpayed=1..15}] dirtpayed 1

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Help with functions, scoreboard and commandblocks [1.12.2 Sponge/Pixelmon]

    To make functions execute 24/7 you can put it in a repeating command block

    also in the data/minecraft/tags/functions/tick.json file in a datapack

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Problem with /data

    this gets the Inventory data from the command activator

    data get entity @s Inventory


    note:

    @a and @e require a limit tag

    @e[limit=1]

    @a[limit=1]

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How can I make a "knockout" mechanic in game?

    here you go

    place in repeating command block+chain or repeating function

    ------------------------------------------------


    scoreboard objectives add hp health

    scoreboard objectives add wakeuptimer dummy

    scoreboard players set @a[scores={hp=..8},tag=!fallen] wakeuptimer 6000

    playsound minecraft:block.anvil.land player @a[scores={hp=..8},tag=!fallen] ~ ~ ~ 10

    tag @a[scores={hp=..8}] add fallen

    tag @a[scores={hp=8..}] remove fallen

    execute at @a[tag=fallen] run particle minecraft:angry_villager ~ ~1 ~

    effect give @a[tag=fallen] minecraft:slowness 2 100 true

    effect give @a[tag=fallen] minecraft:blindness 2 100 true

    effect give @a[tag=fallen] minecraft:jump_boost 2 200 true

    effect give @a[tag=fallen] minecraft:weakness 2 100 true

    effect give @a[tag=fallen] minecraft:resistance 2 10 true

    effect give @a[tag=fallen] minecraft:instant_health 2 100 true

    scoreboard players remove @a[scores={wakeuptimer=-1..}] wakeuptimer 1

    tag @a[scores={wakeuptimer=0}] remove fallen

    scoreboard players set @a[tag=!fallen] wakeuptimer 0

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Question about IJAMinecraft's 30 second killer machine datapack

    Find the code to advance the timer and run it multiple times

    or just write your own script to advance the timer and put it down in a repeating command block (always active)

    or find when the time timer is setup and set it up at a lower amount

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Curse of binding as an effect/status (1.12.2)

    1.16.5

    40min pumpkin of shame

    -------------------------

    scoreboard objectives add curseOfBinding dummy

    -------------------------

    function or repeating+chain command blocks

    -------------------------

    scoreboard players remove @a curseOfBinding 1


    scoreboard players set @a[scores={curseOfBinding=..-1}] curseOfBinding -1


    replaceitem entity @a[scores={curseOfBinding=1..}] armor.head minecraft:carved_pumpkin{Enchantments:[{id:"minecraft:binding_curse",lvl:1},{id:"minecraft:vanishing_curse",lvl:1}],display:{Name:'{"text":"Pumpkin of Shame"}'},HideFlags:5b} 1


    replaceitem entity @a[scores={curseOfBinding=0},nbt={Inventory:[{Slot:103b,id:"minecraft:carved_pumpkin",Count:1b,tag:{Enchantments:[{lvl:1,id:"minecraft:binding_curse"},{lvl:1,id:"minecraft:vanishing_curse"}],display:{Name:'{"text":"Pumpkin of Shame"}'},HideFlags:5b}}]}] armor.head air

    -------------------------

    note:

    20 ticks per second

    1200 ticks per minute

    48000 ticks per 40 minutes

    -------------------------

    /scoreboard players set @s curseOfBinding 48000

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to make this work?

    If you want to stick with tags, I think this would work


    tag @a[level=..99,tag=heart] add heartn

    tag @a[level=..199,tag=heart2] add heartn

    tag @a[level=..299,tag=heart3] add heartn

    effect clear @a[tag=heartn] minecraft:health_boost

    tag @a[tag=heartn] remove heart

    tag @a[tag=heartn] remove heart2

    tag @a[tag=heartn] remove heart3

    tag @a remove heartn

    #

    effect give @a[tag=!heart,level=100..199] minecraft:health_boost 999999 0 true
    tag @a[level=100..199] add heart
    #
    effect give @a[tag=!heart2,level=200..299] minecraft:health_boost 999999 2 true
    tag @a[level=200..299] add heart2

    tag @a[level=200..299] remove heart
    #
    effect give @a[tag=!heart3,level=300..] minecraft:health_boost 999999 4 true
    tag @a[level=300..] add heart3

    tag @a[level=300..] remove heart 2

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Is there a way to keep the dark fog created during the Ender Dragon boss fight on permanently? (1.12.2)

    If the fog is created by the boss fight, why not keep the boss fight going on permanently

    an easy solution would be to repeatedly teleport the Ender Dragon to the same spot repeatedly and keep it alive to keep the fog

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Why won't my function work.

    try this:

    execute as @a at @s run setblock ~ ~3 ~ minecraft:repeating_command_block{Command:"execute as @a at @s[nbt={SelectedItem:{id:\"minecraft:stick\",tag:{display:{Name:'\"text\":\"wand\"'}}}}] run tag @s add magic"}

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to make this work?

    This should get the intended affect:


    execute as @a[level=..99] run attribute @s minecraft:generic.max_health base set 20

    execute as @a[level=100..199] run attribute @s minecraft:generic.max_health base set 24

    execute as @a[level=200..299] run attribute @s minecraft:generic.max_health base set 32

    execute as @a[level=300..] run attribute @s minecraft:generic.max_health base set 40

    Posted in: Commands, Command Blocks and Functions
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