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1
For 1,13 it's:
kill @e[type=minecraft:item,nbt={Item:{id:"minecraft:egg"}}]
for older versions it should either be:
kill @e[type=Item] {Item:{id:"minecraft:egg"}} or kill @e[type=Item] {Item:{id:"egg"}}
0
The answer to your question is no, you cannot compute math operations in JSON text.
However you can create a new objective and compute it every tick in a function, then display this score in your title.
Depending on the version you're on, it's either:
execute @a ~ ~ ~ detect ~ ~-1~ minecraft_<id> effect @s <effect>
or for 1.13:
execute as @a if block ~ ~-1 ~ <id> run effect give @s <effect>
I'm not really sure I exactky understood what you want but I will try to expalin it anyway:
First you need ourr money object, second you need a moneydummy object.
So what happen if you click the button?
You select a item and if xou click the button you either get it or not depending on your money.
To test now if the player can afford it:
/scoreboard operation @p moneydummy = @p money /scoreboard operation @p moneydummy -= @p <price of item>
If moneydummy is less the 0 (@p[score_monedummy=-1]) then you can sed your message, otherwise give the item to the player.
1. Yes they can, but I wouldn't recommend it.
2. No.
3. No.
4.Yes you can have global arrays and an array can technically store numbers as text.
However after the recent minecraft updates and the new way of working with commands, this tool is obsolet now.
Is it currently possible to check if a specific slot is changed,
for example is it possible to test if a player puts a chest plate on?
Or to test for items with nbt tags in the players' inventory?
You need to test which player has the highest score at that moment:
Execute this only at the beginning: /execute @p[tag=!tested] ~ ~ ~ scoreboard players tag @p add highest Then repeat those: /scoreboard players tag @p[tag=highest] add tested /scoreboard players operation @p[tag=highest] Test = @p[tag=highest] Score /scoreboard players tag @r[tag=!tested] add select /scoreboard players operation @p[tag=highest] Test -= @p[tag=selected] Score /execute @e[tag=highest,score_Test=-1] ~ ~ ~ scoreboard players tag @p[tag=highest] remove highest -conditional /scoreboard players tag @p[tag=select] add highest /scoreboard players tag @p[tag=selected] add tested /scoreboard players tag @p[tag=selected] remove selected
Yes this could be the problem, i will try to fix it.
Quote from RedWire500» I am getting a popup at launch that says: "Couldn't find commands, autocomplete disabled" how do I fix this?
I am getting a popup at launch that says: "Couldn't find commands, autocomplete disabled" how do I fix this?
You can create a stat object, apply it to the command block which runs the command and it will store the amount of found players in scoreboard.
/stats block x y z set QueryResult @p AffectedPlayers
You need to use stats.
Let's say, you have a command block with the following command:
/fill x1 y1 z1 x2 y2 z2 minecraft:air 0 replace minecraft:stone
If you assign a stat to this block:
/stats block x y z AffectedBlocks set @p replacedStone
The score 'replacedStone' will have the number of replaced blocks.
(6)Yeah, it semms to only work with shulkers.
(5)I haven't tried it but this seems to use a resonable amount of commands you should be able to fit:
http://www.minecraftforum.net/news/60479-community-spotlight-crazy-tricks-with-raycasting
(4) Just give the effect for one second.
You can't target a fake player, so you need an entity instead.
Also, statistics doesn't work on entities and the player isn't the one who kills entities so your both solutions won't work.
What you need to do is to test if in a tick two Zombies [r=1] in different teams are fighting and if in the next tick there is only one Zombie left.
If the Zombie left is on your team => this count as a kill.
Assuming your teams are P and E:
Indicate two Zombies are fighting:
/execute @e[type=Zombie] ~ ~ ~ execute @e[type=Zombie,r=1,team=P] ~ ~ ~ scoreboard players tag @e[type=Zombie,c=-1,r=1,team=E] add F
Get the number of dead Zombies in the opposite team:
stat AffectedEntities set @p ELeft: /testfor @p[type=Zombie,tag=F,team=E
If the number of Zombies in a fight is greater 0 subtract the amount of Zombies left:
/execute @p[score_fzombie_min=1] ~ ~ ~ /scoreboard players operation @p fzombie -= @p ELeft
Now the amount of killed Zombies is stored in fzombie and you can add it to another kill score.
Now reset the number of Enemy Zombies in a Fight:
stat AffectedEntities set @p fzombie: /testfor @p[type=Zombie,tag=F,team=E]
And delete all indicator tags:
/scoreboard players tag @e[tag=F] remove F
1-5)
Use floor crafting (Example)
4)
Create a score, add 1 for every different part the Player wears and apply the effects only if the player has a score of 4.
E.g: Helmet +1 Chestplate +1 etc.. (do this every tick for simplicity).
5)
You can use ray cast to throw something in the direction.
6)
Create two teams one for the Player and the other for all hostile mob.
Summon a hostile mob in the same team as the player and he will start to attack other hostile mobs.
Well, theoretically it's not possible because you can't access their data if they are offline.
However, you could create a "physical" copy of their data which you would return instead.
To do this you would need to create an give it the name of the player and indicate somehow, that it stores the desired data.
This is possible but not automatically.
Here's what you would have to do:
1)Player joins => Create an ArmorStand, name it after the player and set the score for the armorStand equal to the one of the player
2) Create this commands for every player:
-x -y -z /testfor @a[c=1,name=<PlayerName>] -chain /blockdata x y z {SuccessCunt:0b} -conditional /execute @e[txpe=ArmorStand,name=<Playername>] ~ ~ ~ /tellraw @a ["",{"text":"Player:"},{"selector":"@e[type=ArmorStand,c=1]"},{"text":" Score:"},{"score":{"name":"@e[type=ArmorStand,c=1]","objective":"Power"}}]
Now you need to activate all commands and it will write the name and score off all offline players in the chat.
1
For 1,13 it's:
for older versions it should either be:
0
The answer to your question is no, you cannot compute math operations in JSON text.
However you can create a new objective and compute it every tick in a function, then display this score in your title.
0
Depending on the version you're on, it's either:
or for 1.13:
0
I'm not really sure I exactky understood what you want but I will try to expalin it anyway:
First you need ourr money object, second you need a moneydummy object.
So what happen if you click the button?
You select a item and if xou click the button you either get it or not depending on your money.
To test now if the player can afford it:
If moneydummy is less the 0 (@p[score_monedummy=-1]) then you can sed your message, otherwise give the item to the player.
0
1. Yes they can, but I wouldn't recommend it.
2. No.
3. No.
4.Yes you can have global arrays and an array can technically store numbers as text.
However after the recent minecraft updates and the new way of working with commands, this tool is obsolet now.
0
Is it currently possible to check if a specific slot is changed,
for example is it possible to test if a player puts a chest plate on?
Or to test for items with nbt tags in the players' inventory?
0
You need to test which player has the highest score at that moment:
1
Yes this could be the problem, i will try to fix it.
0
You need to make sure, the CBE.jar and Options folder are in the same directory.
If they are and it still doesn't work just replace the Option folder.
0
You can create a stat object, apply it to the command block which runs the command and it will store the amount of found players in scoreboard.
0
You need to use stats.
Let's say, you have a command block with the following command:
If you assign a stat to this block:
The score 'replacedStone' will have the number of replaced blocks.
0
(6)Yeah, it semms to only work with shulkers.
(5)I haven't tried it but this seems to use a resonable amount of commands you should be able to fit:
http://www.minecraftforum.net/news/60479-community-spotlight-crazy-tricks-with-raycasting
(4) Just give the effect for one second.
0
You can't target a fake player, so you need an entity instead.
Also, statistics doesn't work on entities and the player isn't the one who kills entities so your both solutions won't work.
What you need to do is to test if in a tick two Zombies [r=1] in different teams are fighting and if in the next tick there is only one Zombie left.
If the Zombie left is on your team => this count as a kill.
Assuming your teams are P and E:
Indicate two Zombies are fighting:
Get the number of dead Zombies in the opposite team:
If the number of Zombies in a fight is greater 0 subtract the amount of Zombies left:
Now the amount of killed Zombies is stored in fzombie and you can add it to another kill score.
Now reset the number of Enemy Zombies in a Fight:
And delete all indicator tags:
0
1-5)
Use floor crafting (Example)
4)
Create a score, add 1 for every different part the Player wears and apply the effects only if the player has a score of 4.
E.g: Helmet +1 Chestplate +1 etc.. (do this every tick for simplicity).
5)
You can use ray cast to throw something in the direction.
6)
Create two teams one for the Player and the other for all hostile mob.
Summon a hostile mob in the same team as the player and he will start to attack other hostile mobs.
0
Well, theoretically it's not possible because you can't access their data if they are offline.
However, you could create a "physical" copy of their data which you would return instead.
To do this you would need to create an give it the name of the player and indicate somehow, that it stores the desired data.
This is possible but not automatically.
Here's what you would have to do:
1)Player joins => Create an ArmorStand, name it after the player and set the score for the armorStand equal to the one of the player
2) Create this commands for every player:
Now you need to activate all commands and it will write the name and score off all offline players in the chat.