I've actually made a system with several different attributes and skills.
The concept itself isn't that hard to implement.
The Problem is, that you can't add items in a performant way.
Now for the actual question, it depends on how you want it to work but if you know what you're doing you should be able to create the core for everything (leveling attributes, damage calculation, etc...) within a few hours.
How difficult would it be to implement skills? Again it depends on the skill or spell or whatever but it shouldn't be too difficult.
/tellraw @p ["",{"text":"Romport","color":"aqua","bold":true,"hoverEvent":{"action":"show_text","value":{"text":"","extra":[{"text":"Maybe you should say hello"}]}}},{"text":">>","color":"gold","bold":true},{"text":"","color":"green","bold":true,"extra":[{"selector":"@p"},{"text":"has joined the game","color":"red","bold":true}]}]
0
It's 91 characters across.
1
It doesn't work because the argument r only allows whole numbers:
0
This happens, because score_sorting=2 represents the max value, i.e. it will be true for 2 or less.
To fix this, just assign a min value:
And your problem is solved.
0
Not to complicated at all:
This is everything you need.
0
Use teleport instead of tp and everything will work just fine.
0
I am not really sure if I understand you right.
What do you mean by "deposit items", do you just mean different dummy Player with a different score or could you explain it further?
0
Basically, you can test for all entities.
You just create a repeating commandBlock:
And now if an entity spawned, you can instantaneously react:
There is no way to interact with an entity faster than that.
0
I've actually made a system with several different attributes and skills.
The concept itself isn't that hard to implement.
The Problem is, that you can't add items in a performant way.
Now for the actual question, it depends on how you want it to work but if you know what you're doing you should be able to create the core for everything (leveling attributes, damage calculation, etc...) within a few hours.
How difficult would it be to implement skills? Again it depends on the skill or spell or whatever but it shouldn't be too difficult.
0
One possibility would be, to change the entitydata of your FallingSand entity to NoGravity:1
0
You forgot to put "}]" at the end: