ROUNDS SYSTEM: I'd also like to give a huge thankyou to Raecchi, who helped me out with this system
Credit where credit is due: I did not in any way invent the item elevator. If anyone wants to learn to build it for themselves, here's the video I learned from:
You will put pics in your page or I will report you to an admin for posting viruses in 3, 2, 1
Or you could take a minute, download the file, and see that it's a normal rar, containing normal Minecraft map data. Mediafire does scan files as they're uploaded. False reporting doesn't help catch people who are actually doing something wrong. :/
That said, don't bother. You start in creative mode over a chunk of normal terrain in a glass bubble with a couple of towers slapped on it. No starting point I could see, no directions, and you respawn on the outside of the glass if you die.
You can apply potion effects with command blocks, using the /effect command. There's no double jump, but you could easily give the hidden a jump boost. Just be aware that anything over jump boost 2 causes damage when jumping straight up and down.
You can have the hidden versus the other characters be on teams (which allows you to turn off friendly fire to prevent unintentional pvp). At the start of each round, command blocks with /effect @p[team=hidden] <whatever effect>. (Invisibility, speed, strength?) At the end of each round, kill everyone left standing (which will remove potion effects), warp back to the start, repeat.
But seeing as people have already done variations on this, it would probably be easier to modify their maps rather than make a setup from scratch.
Exactly! But if they do manage to make a bed, the rest will be a breeze. Challenge.. It's a good thing to have!!
~Feare_104
No worries.
I'm tempted to make a "hardcore" version, where any skipped nights reset you to 0, making it harder for people to save up. I've been playing multiple test worlds, and it is really too easy to get to, say, exhaustion -12 and then you have 7 nights where you don't need to sleep!
I also just did some more testing and found that the system behaves VERY weirdly while you're in the nether/the end. D: This may be less of a "here throw this in your survival world" and more of a tool for map-makers.
Okay, thanks to Raecchi, I've been able to come up with a "Rounds" system!!
It's like, exactly the same as his "Week Counter" but has been partially modified. Thanks Raecchi!
D'you guys want me to post my system (which is litterally the same as Raecchi's) on the OP? Tell me what you think. It might make it easier for you to design your own.
~Feare_104
I'd suggest posting it -- a lot of people will have an easier time following directions to do exactly what they need than trying to change an existing project to do what they need. (Minor correction, it's her "Week Counter', not his.)
Also thanks for the suggestion on the exhaustion system. I think you're right about making it harder rather than easier -- there's nothing at 2 exhaustion that should kill someone, anyway. Now if they can't make a bed for two nights, well, that might get a bit dangerous...
Actually, I'm trying to color the actual objective. In this case, Date.
Turns out that's a heck of a lot easier. Open NBTExplorer, go to your map's name -> data -> scoreboard.dat -> objectives, and just edit the display name of the objective with whatever color formatting code you want.
Sounds great! You wouldn't mind PM'ing me a written tutorial, would? I'd love to put this
in the op!
As soon as I've got it done, yes. I'm trying to make it a bit more balanced, so people can't as easily "save up" like 50 nights of sleep and then not sleep for 50 nights. Currently the system just adds or subtracts one if the player stays up past a certain point. I'm thinking of making it so HOW late the player stays up. 1 is safe, 2 is +1 exhaustion; maybe I'll make it so if they stay up ALL night it either gives them a +2 or +3 penalty instead. The problem there is the first night -- sometimes you can't find sheep, etc. I'm open to suggestions.
MCEdit will allow you to copy and paste things from one world to another. If you wanted to, you could even just copy and paste individual buildings/structures onto a normal world instead of the whole map.
Raecchi, I downloaded your schematic, and uploaded it into my world.. I love it!! It'd work really well for the round timer, I'd just need to make it longer.
Thanks!!!
~Feare_104
Glad it worked for you! I've got an improved version of my exhaustion system with that done. I'm currently working on one that supports +/-5 exhaustion, with random bonuses and penalties. E.g., if you sleep three days in a row, you're at -3 exhaustion and have three tiers of bonuses you might get every morning. I found one set of penalties and a bonus for sleeping was a bit boring in a normal map.
You actually don't need either of these things (and I don't know what you mean about objectives being "temporary").
I'm guessing that you're trying to do something like this:
(With different words, obviously.)
The scoreboard system supports colors for teams -- the syntax is /scoreboard teams option <team> color <value>
The sneaky trick is that you can make up fake players and add them to teams in order to color things. What I've done is made a scoreboard objective that displays as Date (/scoreboard objectives add date dummy Date) and then made three fake players (named Year, Week, and Day) join three different teams, to get them to show up in different colors.
cant remove them
it says it does but it doesnt i can still see it
im buisy with a rpg map if i am finished with it can someone help me with that
and is it possible to give someone a amount of hunger ?
need this to make meal times
You can always do "/scoreboard objectives list" to see which objectives are still in the game. Next, try /scoreboard objectives setdisplay <display>" to clear the display that is listing the wrong objectives. If that doesn't work, I'd suggest doing "/scoreboard players reset <yourname>". I haven't had any trouble with removed objectives still being displayed, but if that's the problem resetting everything should help.
You can't give someone a specific amount of hunger, but you can hit them with the hunger status effect. The format is "/effect <player> <effect> <time in seconds> <level>". Hunger is effect number 17 (http://www.minecraftwiki.net/wiki/Potion_effects).
Also, Raecchi, your week counter gave me an idea. I'm going to see if I can manage to make a "Round Counter." I know you used the daylight sensor to detect the day, but maybe I could make some way of measuring a "round"... Think it's possible?
Definitely possible, but it'll have to be timer/clock-based instead of daylight sensor based. My current favorite long timer is (the silent version is very nice!) but there are a lot of options depending on how long you want to time. The exhaustion system I'm still tweaking/improving uses up to a dropper that spits an item out through several cobwebs. (The older version used a Minecart with the same basic idea, but I wanted a quieter/stabler version.)
Heck, you could just use my design wired up to input/output other than a daylight sensor. I've got it set up so it "locks" when it's day time (the system doesn't run) and starts running at night... you could set it up to start running when a round of whatever begins, and stop when it ends without too much trouble. Give me a few and I'll post up a schematic for you.
Edit: Here you go: http://www.mediafire.com/?2934ab62zx6yjy2. Remember not to rotate the schematic when you place it -- MCEdit will mess up the placement of comparators.
0
Credit where credit is due: I did not in any way invent the item elevator. If anyone wants to learn to build it for themselves, here's the video I learned from:
0
Or you could take a minute, download the file, and see that it's a normal rar, containing normal Minecraft map data. Mediafire does scan files as they're uploaded. False reporting doesn't help catch people who are actually doing something wrong. :/
That said, don't bother. You start in creative mode over a chunk of normal terrain in a glass bubble with a couple of towers slapped on it. No starting point I could see, no directions, and you respawn on the outside of the glass if you die.
0
You can have the hidden versus the other characters be on teams (which allows you to turn off friendly fire to prevent unintentional pvp). At the start of each round, command blocks with /effect @p[team=hidden] <whatever effect>. (Invisibility, speed, strength?) At the end of each round, kill everyone left standing (which will remove potion effects), warp back to the start, repeat.
But seeing as people have already done variations on this, it would probably be easier to modify their maps rather than make a setup from scratch.
0
No worries.
I'm tempted to make a "hardcore" version, where any skipped nights reset you to 0, making it harder for people to save up. I've been playing multiple test worlds, and it is really too easy to get to, say, exhaustion -12 and then you have 7 nights where you don't need to sleep!
I also just did some more testing and found that the system behaves VERY weirdly while you're in the nether/the end. D: This may be less of a "here throw this in your survival world" and more of a tool for map-makers.
0
Thanks, I'm glad you liked it!
0
I'd suggest posting it -- a lot of people will have an easier time following directions to do exactly what they need than trying to change an existing project to do what they need. (Minor correction, it's her "Week Counter', not his.)
Also thanks for the suggestion on the exhaustion system. I think you're right about making it harder rather than easier -- there's nothing at 2 exhaustion that should kill someone, anyway. Now if they can't make a bed for two nights, well, that might get a bit dangerous...
1
Turns out that's a heck of a lot easier. Open NBTExplorer, go to your map's name -> data -> scoreboard.dat -> objectives, and just edit the display name of the objective with whatever color formatting code you want.
0
As soon as I've got it done, yes. I'm trying to make it a bit more balanced, so people can't as easily "save up" like 50 nights of sleep and then not sleep for 50 nights. Currently the system just adds or subtracts one if the player stays up past a certain point. I'm thinking of making it so HOW late the player stays up. 1 is safe, 2 is +1 exhaustion; maybe I'll make it so if they stay up ALL night it either gives them a +2 or +3 penalty instead. The problem there is the first night -- sometimes you can't find sheep, etc. I'm open to suggestions.
0
0
Glad it worked for you! I've got an improved version of my exhaustion system with that done. I'm currently working on one that supports +/-5 exhaustion, with random bonuses and penalties. E.g., if you sleep three days in a row, you're at -3 exhaustion and have three tiers of bonuses you might get every morning. I found one set of penalties and a bonus for sleeping was a bit boring in a normal map.
1
You actually don't need either of these things (and I don't know what you mean about objectives being "temporary").
I'm guessing that you're trying to do something like this:
(With different words, obviously.)
The scoreboard system supports colors for teams -- the syntax is /scoreboard teams option <team> color <value>
The sneaky trick is that you can make up fake players and add them to teams in order to color things. What I've done is made a scoreboard objective that displays as Date (/scoreboard objectives add date dummy Date) and then made three fake players (named Year, Week, and Day) join three different teams, to get them to show up in different colors.
That's the basic idea -- let me know if any part of it is confusing, and also drop in on the Command Block tutorial thread: http://www.minecraftforum.net/topic/1762898-tutorial-command-blocks-includes-experience-banks-shops-and-more/
0
You can always do "/scoreboard objectives list" to see which objectives are still in the game. Next, try /scoreboard objectives setdisplay <display>" to clear the display that is listing the wrong objectives. If that doesn't work, I'd suggest doing "/scoreboard players reset <yourname>". I haven't had any trouble with removed objectives still being displayed, but if that's the problem resetting everything should help.
You can't give someone a specific amount of hunger, but you can hit them with the hunger status effect. The format is "/effect <player> <effect> <time in seconds> <level>". Hunger is effect number 17 (http://www.minecraftwiki.net/wiki/Potion_effects).
0
It is a checkerboard pattern, so I don't know that it would be water-tight, unfortunately. Will definitely stop players though!
0
Command Blocks: http://www.minecraftforum.net/topic/1762898-tutorial-command-blocks-includes-experience-banks-shops-and-more/
General Map-making links and guides: http://www.minecraftforum.net/topic/1751874-wip-minis-map-making-tutorial-compendium-includes-designredstonemechanics/
0
Definitely possible, but it'll have to be timer/clock-based instead of daylight sensor based. My current favorite long timer is (the silent version is very nice!) but there are a lot of options depending on how long you want to time. The exhaustion system I'm still tweaking/improving uses up to a dropper that spits an item out through several cobwebs. (The older version used a Minecart with the same basic idea, but I wanted a quieter/stabler version.)
Heck, you could just use my design wired up to input/output other than a daylight sensor. I've got it set up so it "locks" when it's day time (the system doesn't run) and starts running at night... you could set it up to start running when a round of whatever begins, and stop when it ends without too much trouble. Give me a few and I'll post up a schematic for you.
Edit: Here you go: http://www.mediafire.com/?2934ab62zx6yjy2. Remember not to rotate the schematic when you place it -- MCEdit will mess up the placement of comparators.