Thanks! I will give that a shot. You explained this well, so thank you
Note their way doesnt actually do what you requested. They're making when a specificly named player drops any stick, itll cause the nearest player/entity to levitate.
if you dont want to use datapacks for this, and you still want to make the effect happen when the mob gets hit, use the damage dealt scoreboard "minecraft:damage_dealt" whilst detecting that the named player is holding the stick, and then use the effect in the nearest entity
Possible but not easy at all. You need knowlegde of custom advancements (for players only) and you may even need a specific datapack library (for all mobs incl players) to execute commands like effects on them
Nifty! I wouldn't have thought that would be accepted. For my own knowledge, when you say "use a custom tag," do you mean doing a separate check using the /tag command, or is there some other system I'm not aware of?
Literally a custom nbt tag for the item. For example,
To give one:
/give @p cod{custom_tag:1} 1
To detect one:
/execute if entity @p[nbt={Inventory:[{id:"minecraft:cod",tag:{custom_tag:1}}]}]
I think you have to raycast towards the chest when they're holding the key, and summon an marker entity which has a certain id, the same as the player, and then lock it, by getting the name of the key through data modify.
Even if you have enchants, it is still good to use a custom tag to prevent both extra lag (as the game has to search for the enchantment array/list every time on the inventory each time it is called) and for ease of finding the the item for future purpsoes (as another item might have the exact same enchant).
Also blockstates do work for CanDestroy.
give @p iron_hoe{CanDestroy:["minecraft:wheat[age=7]"]} 1
So I want a repeating always active command block with:
execute as @e[type=trident,tag=!lightning,nbt={Trident:{id:"minecraft:trident",Count:1b,tag:{display:{Name:'{"text":"Poseidon\'s Trident"}'}}}}] run tag @s add lightning
pointing into a chain command block with:
execute as @e[type=minecraft:trident,tag=lightning] at @e[distance=1..3,type=!minecraft:player,type=!minecraft:trident,type=!item] run summon minecraft:lightning_bolt ~ ~ ~
Is this right, I feel I'm missing something
So both named and unamed tridents are still summoning lightning? Can you check if all tridents thrown has the tag? It should just be the named one.
Also i think my command is still wrong, should be:
execute as
@e[type=minecraft:trident,tag=lightning] at @s at @e[distance=1..3,type=!minecraft:player,type=!minecraft:trident,type=!item] run summon minecraft:lightning_bolt ~ ~ ~
Because you need to state the position as the trident before checking if there are mobs nearby
Its not supposed to, because the tridents needs the tag, before it can summon the lightning. Which command isnt working? Because Ive had 2 chained repeating cmd blocks for this in mind, like a normal function file.
As for the last command try:
execute as
@e[type=minecraft:trident,tag=lightning] at @e[distance=1..3,type=!minecraft:player,type=!minecraft:trident,type=!item] run summon minecraft:lightning_bolt ~ ~ ~
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I tested with the autonamed stick and the anvil named stick and they both work.
Your commands should be correct. I can send a video to prove this if you want
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to give yourself a stick named "Summoner
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iirc you cant. People bypassed this by making a texture for each item durability damage im pretty sure
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Note their way doesnt actually do what you requested. They're making when a specificly named player drops any stick, itll cause the nearest player/entity to levitate.
if you dont want to use datapacks for this, and you still want to make the effect happen when the mob gets hit, use the damage dealt scoreboard "minecraft:damage_dealt" whilst detecting that the named player is holding the stick, and then use the effect in the nearest entity
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Possible but not easy at all. You need knowlegde of custom advancements (for players only) and you may even need a specific datapack library (for all mobs incl players) to execute commands like effects on them
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That's only for Bedrock edition, even though this is a java edition channel and there is no additional bedrock flair to say it is Bedrock
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If you want all the villagers to turn around to a certain rotation, it would be something like
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What video did you use
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This summon generator is a lot better, as it supports way more stuff that minecraft.tools, including attributes/UUIDs, item tags etc
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Literally a custom nbt tag for the item. For example,
To give one:
To detect one:
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I think you have to raycast towards the chest when they're holding the key, and summon an marker entity which has a certain id, the same as the player, and then lock it, by getting the name of the key through data modify.
This is very hard to do if you're new
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execute is way less confusing than 1.12 and below.
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Even if you have enchants, it is still good to use a custom tag to prevent both extra lag (as the game has to search for the enchantment array/list every time on the inventory each time it is called) and for ease of finding the the item for future purpsoes (as another item might have the exact same enchant).
Also blockstates do work for CanDestroy.
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So both named and unamed tridents are still summoning lightning? Can you check if all tridents thrown has the tag? It should just be the named one.
Also i think my command is still wrong, should be:
Because you need to state the position as the trident before checking if there are mobs nearby
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Its not supposed to, because the tridents needs the tag, before it can summon the lightning. Which command isnt working? Because Ive had 2 chained repeating cmd blocks for this in mind, like a normal function file.
As for the last command try: