Starting July 30th, you will no longer be able to log in to a Curse account that was not merged with a Twitch account. If you have not yet merged your Curse account with a Twitch account, please do so here! Otherwise, your account and its content will be inaccessible.
Dismiss
  • 0

    posted a message on Annoying tag negation not working

    In 1.12, you can't test for multiple tags, which is why it's firing (or not), when it's not supposed to.


    You'd have to use scores to mitigate that issue. 1.13 is the only version that supports checking multiple tags. :)

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on @e[name=] Dosen't work with my system.

    Put the name before the type=Villager or remove Type=Villager entirely. That's my input


    That...doesn't matter.

    What I would try and do, is maybe increading the gameStage store for Mary to 3. What's happening is that because Eric and Mary are so close together, both of those conditions are being met.

    It's finding Eric and Mary, because it matches. Then because the player meets both of those requirements (as they are identical), it activates both, as you are setting the score for gameStage to 2 before they talk to Mary:

    /execute @e[type=Villager,name=Eric] ~ ~ ~ /execute @a[score_talkedToVillager_min=1,score_gameStage_min=1] ~ ~ ~ /scoreboard players set @p gameStage 2

    Then it automatically activates the next, which gives the book. Increase the getting book check to gameStage=3.

    Another thought could be the way the command blocks are set up. Try moving scoreboard players reset * talkedToVillager to the beginning of the line.

    Also, try scoreboard players set @a talkedToVillager 0. It could be taking some time to reset all of those scores, which may also explain the delay, and getting two books.

    You could also try tagging the player, and use tags instead.

    Lots of possible things could be happening, so let us know! :)
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Home in vanilla? [1.9]

    Just saw this thread so, sorry for a bit of a necropost. This kind of discussion is important for vanilla server owners looking to add some features for players! :)


    1.13 has changed the {Dimension:1} thing now, but you can use the following to get and store the Dimension score:


    execute as @a store result score @a Dimension run data get entity @s Dimension 1


    My objective is "Dimension", but feel free to change it as you see fit. If you do, only change the first "Dimension" in the line. The second one is actually checking their NBT data, so it cannot be changed.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on TP player with empty inventory? 1.13

    I do know that you used to be able to test for an empty inventory with just:


    {Inventory:[]}


    However, it doesn't really test for Equipment, as that's handled differently, and even if there was no equipment, it would come out as true. This may have changed in 1.13, I haven't tested it yet.


    Depending on your use case, maybe just clear out their inventory?

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Help with specific command

    But he needs the players name to be inserted into the command block on placement, which isn't possible.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Need help

    Also, in order to get output, make sure you select that X button to the next of it. It would either be blank, or have an error if it was activated. Since there is a dash there, the output has been disabled. Selecting that button fixes that.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Help with specific command

    You'll have to use a wrapper like Multicraft in order to insert a variable into the command block. Otherwise it's impossible, as vanilla doesn't support inserting variables.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on [1.13] Custom Maps, filled_map information

    Just wanted to make a quick note, as information regarding getting custom maps is scarce for 1.13. In order to get a specific map now, use:


    /give @p minecraft:filled_map{map:###} 1


    Just update the ### with the number you used for the custom map. Took me a bit to figure out, as I couldn't find any info on it, so figured I'd share it here. :)

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on [๐’๐Ž๐‹๐•๐„๐ƒ] My function not working

    I think I know the issue.

    execute as @a at @s will run the command as the player, but at the command block, or at whatever is running the function.

    so to alter the command try:

    execute as @a run execute as @s at @s run execute as @s if block x y z minecraft:command_block run gamemode creative @s

    or something like this...


    Also, as mentioned above, make sure that your blocks are correct. As "repeater_command_block" is not a block.


    That results in two unnecessary lookups.

    When you do execute as @a, you are instantly telling the command "from here on out, execute as this player". So, when it comes to at @s, it is executing it as the player.

    The result basically tells the game: Execute this command as this player, at that players location (since they are the one executing the command).

    The code execute as @a at @s if block ~1 ~ ~ minecraft:command_block run gamemode survival @s will work.

    Breakdown:
    As all players, at that players location, if the block to the side is a command block, execute the command "gamemode survival" for that player.
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Weird issue trying to execute a tellraw via an entity results in 'cannot

    A lot of the changes are pretty straight forward, once you get the hang of it.


    On the plus side, if you code it with the current structure into functions, there are some programs out there that will convert it for you. That said, the resulting code will probably need to be looked over for optimization, but...it's something. :P

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How can I add colored name and lore to item in MULTIPLAYER?

    Yeah, don't think it's possible. I somehow remember changing the item name to be a different color and italic, but....yeah. Can't remember when/how I did it.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Data parsing failed?

    ^ This. All custom mob heads, or player heads need to be pasted in a command block and activated with your choice of button/lever/redstone torch/block, since the string is so long.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Weird issue trying to execute a tellraw via an entity results in 'cannot

    Just was reading this thread, and say you're doing it in 1.12.2, and hoped it wouldn't break in 1.13. It will.


    All commands are breaking in 1.13, as they have been totally revamped to be faster/efficient, and reduce redundancies. Any system that uses execute (read: every single adventure map) will be broken as of 1.13.


    Just giving a (sad) heads up. I, myself, have been working with the 1.13 syntax lately, and programming an entirely new map for the update when it comes out. Doing it with datapacks is A+, since all I have to do is take them from the test environment I have, and drop them on the new map.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on [๐’๐Ž๐‹๐•๐„๐ƒ] My function not working

    Try updating the gamemode command to look like this:

    gamemode creative @s

    So, the lines will look like this:


    execute as @a at @s if block ~1 ~ ~ minecraft:command_block run gamemode survival @s

    I feel like that should work, but I'm not testing it. If it doesn't, maybe try running it in a command block to start, to see what the command block outputs as an error (since datapacks don't really give much feedback). I have a feeling it's not liking the lack of target selector in the gamemode command, since it's not being run from the chat line.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Detecting team kills

    You can also use a fake player to track the value, if you wanted. Also removes the need for an entity in the world to track it.

    Posted in: Commands, Command Blocks and Functions
  • To post a comment, please or register a new account.