Changing something like that would probably be best done using either datapacks or pluggins. I don't think its possible to permanently change a players number of hearts using commands... sorry I can't be of more assistance.
Hey so you can do that with a dummy scoreboard and a few command blocks for each level you want a notification. first setup a dummy scoreboard called "LevelFlag" then setuo these commands
Repeater block
/execute as @e[type=minecraft:player,level=1,scores={LevelFlag=0}] at @s run tellraw hi
change the level as you see fit here to when you want the notification
then a conditional chain block
/scoreboard players set @e[type=minecraft:player,level=1,scores={LevelFlag=0}] LevelFlag 1
Hi I've been trying to make an automatic bonemeal farm and I've come across this confusing problem: the dispenser only activate when the signal comes from the left and not from the right. The signal isn't still on from the previous cycle and I can't work out why it only runs half the time...
/execute unless entity @e[type=Player,scores={Ready=0}] run
This command wont run unless there are no players with a score of 0. Keep in mine that 0 is different from no score at all it needs to be set to 0 first.
Ive used a similar command on a realm world as a safeguard to stop any commands if no players are in the world and its never failed me (works on realms and servers since they keep running even if no players are on) Let me know if you have any issues.
you could have the scoreboard test work the opposite way by executing unless someone has a score of 0. Basically it'll run once everyone score is set to 1
This will give the player a score if he mines stone. Then you can use that score to kill them. Make sure you reset the score each time otherwise they will just keep dying continuously. Test on an offline world first it can go badly if its not set up properly
You're close but there's 2 specifics you need to watch for.
1. the command block needs to be closest to you on the red concrete
2. youll need to name the other player for simplicity sake or use @e[type=player, sort=furthest, limit=1]
if they are correct then the following command should work for you Make sure to use it in a repeater block on always active or with a redstone block on it
execute at @p if block ~ ~-1 ~ minecraft:red_concrete run tp "otherplayersname" ~ ~ ~
Just have a dummy score that when it runs the first text command it gives anyone with a score of 0 a score of 1 so next time the second version of the chat appears to the person with a score of 1.
Scoreboards are pretty unlimited as you can name them anything you like which should easily allow you to make 15 quests without any conflict. you could even call them "quest1" etc to help you keep track of their progress.
Hey, there is a scoreboard criteria which is minecraft.item.used.potion or something similar to that which should do what you want just make sure that when the time runs out the score is reset for next time they drink a potion
Glad to hear you worked out a workaround I haven't a clue with datapacks but they certainly appear to have more flexibility in how you can use them. Thanks for sharing
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The effect strength might need to be at least 1 for it to work so change the 0 to a 1
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Changing something like that would probably be best done using either datapacks or pluggins. I don't think its possible to permanently change a players number of hearts using commands... sorry I can't be of more assistance.
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Hey so you can do that with a dummy scoreboard and a few command blocks for each level you want a notification. first setup a dummy scoreboard called "LevelFlag" then setuo these commands
Repeater block
change the level as you see fit here to when you want the notification
then a conditional chain block
If you have any questions feel free to ask
0
Hi I've been trying to make an automatic bonemeal farm and I've come across this confusing problem: the dispenser only activate when the signal comes from the left and not from the right. The signal isn't still on from the previous cycle and I can't work out why it only runs half the time...
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For setup run this command
Then set up a repeater block with
and a chain command block with
Enjoy
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Hey so this command may work
Let me know how you go
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I haven't tested it but i know @a wouldn't work as it only targets players but @e might as this works for all other entities. Let me know how you go
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/execute unless entity @e[type=Player,scores={Ready=0}] run
This command wont run unless there are no players with a score of 0. Keep in mine that 0 is different from no score at all it needs to be set to 0 first.
Ive used a similar command on a realm world as a safeguard to stop any commands if no players are in the world and its never failed me (works on realms and servers since they keep running even if no players are on) Let me know if you have any issues.
0
you could have the scoreboard test work the opposite way by executing unless someone has a score of 0. Basically it'll run once everyone score is set to 1
0
Use one repeating command block, needing redstone runs:
Then a chain command block, set to conditional and always active with this command:
Then another chain command block with:
That should do it
let me know if you have any more troubles
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This will give the player a score if he mines stone. Then you can use that score to kill them. Make sure you reset the score each time otherwise they will just keep dying continuously. Test on an offline world first it can go badly if its not set up properly
Cheers
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Hi ISOPL,
You're close but there's 2 specifics you need to watch for.
1. the command block needs to be closest to you on the red concrete
2. youll need to name the other player for simplicity sake or use @e[type=player, sort=furthest, limit=1]
if they are correct then the following command should work for you
Make sure to use it in a repeater block on always active or with a redstone block on it
0
Just have a dummy score that when it runs the first text command it gives anyone with a score of 0 a score of 1 so next time the second version of the chat appears to the person with a score of 1.
Scoreboards are pretty unlimited as you can name them anything you like which should easily allow you to make 15 quests without any conflict. you could even call them "quest1" etc to help you keep track of their progress.
1
Hey, there is a scoreboard criteria which is minecraft.item.used.potion or something similar to that which should do what you want
just make sure that when the time runs out the score is reset for next time they drink a potion
0
Glad to hear you worked out a workaround
I haven't a clue with datapacks but they certainly appear to have more flexibility in how you can use them. Thanks for sharing 