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    posted a message on How to give an armor stand a score of one if lava is under it?

    You may need to include the count (c=#) tag, as i think this command will set the score of all armorstands to 1 if any one armorstand detects lava (if you're only using one armorstand on the whole map, this doesn't matter)


    So your command will need to look like this:

    /execute @e[type=ArmorStand] ~ ~ ~ detect ~ ~-1 ~ lava 0 /scoreboard players set @e[type=ArmorStand,c=1] lava 1
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Particle effect "blockcrack" not working

    Has the particle effect "blockcrack" been removed? It's still listed on this page: http://minecraft.gamepedia.com/Particles


    I recently upgraded a 1.8 map to 1.9.2, and I had the following particle command working fine:


    /particle blockcrack_3 ~ ~2 ~ 1 1 1 0.5 100


    For those that don't know, the number used after blockcrack is determined by the formula: blockcrack_(id+(data*4096)), so a value of 3 should generate dirt particles.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Effect command - instant damage

    Good idea! Using wither with an amplitude of 1 only reduced by 1 point (1/2 heart). Thanks!

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Effect command - instant damage

    Is there a way to reduce the amount of damage that the instant damage effect does (or maybe is there an alternative)? It seems the minimum amount you can set it to is 3 points (1.5 hearts) when the command has an amplitude of 0.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Create a mob that doesn't cause knockback?
    Quote from getfugu»

    /replaceitem entity @p slot.inventory.103 minecraft:golden_hoe 1 0 {display:{Name:"Anti-Knockback",Lore:["Just so you are not affected by knockback"]},AttributeModifiers:[{AttributeName:"generic.knockbackResistance",Name:"generic.knockbackResistance",Amount:1,Operation:0,UUIDMost:82829,UUIDLeast:167220}]}


    This doesn't quite seem to work in 1.8.9 or in 1.9pre2.


    In both versions, you need to replace "slot.inventory.103" with "slot.armor.head". After that, the command works fine in 1.9pre2 (except that the hoe does actually render above your head in-game).


    In 1.8.9 though, it doesn't seem like you can put anything but a helmet in the head slot? I tried replacing the golden hoe with a few other things (blocks, various types of armor, etc) but only helmets would work:


    /replaceitem entity @a slot.armor.head golden_helmet 1 0 {display:{Name:"Anti-Knockback",Lore:["Just so you are not affected by knockback"]},AttributeModifiers:[{AttributeName:"generic.knockbackResistance",Name:"generic.knockbackResistance",Amount:1,Operation:0,UUIDMost:82829,UUIDLeast:167220}]}

    I'll have to think on how I want to play this. Thanks though.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Create a mob that doesn't cause knockback?

    Actually now that I think about it, I don't think I can even modify the knockback resistance for players. You can't use the entitydata command on players, only mobs, so I think I'm out of luck... poo.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Create a mob that doesn't cause knockback?

    Is there a way to summon a mob that doesn't cause knockback? I know you can use the "Attributes" tag (as well as the "Active Effects - Weakness" tag) to modify melee damage, but neither seems to reduce the actual knockback of the hit. I could just give the player temporary knockback resistance, but I still want other mobs to be able to cause it.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Water bottle that remvoes status effects

    That's done it! Thanks!


    This removes all (1.8) status effects:


    /give @a minecraft:potion 1 0 {display:{Name:"Purified Water"},CustomPotionEffects:[{Id:1,Amplifier:10,Duration:0,ShowParticles:0b},{Id:2,Amplifier:10,Duration:0,ShowParticles:0b},{Id:3,Amplifier:10,Duration:0,ShowParticles:0b},{Id:4,Amplifier:10,Duration:0,ShowParticles:0b},{Id:5,Amplifier:10,Duration:0,ShowParticles:0b},{Id:6,Amplifier:10,Duration:0,ShowParticles:0b},{Id:7,Amplifier:10,Duration:0,ShowParticles:0b},{Id:8,Amplifier:10,Duration:0,ShowParticles:0b},{Id:9,Amplifier:10,Duration:0,ShowParticles:0b},{Id:10,Amplifier:10,Duration:0,ShowParticles:0b},{Id:11,Amplifier:10,Duration:0,ShowParticles:0b},{Id:12,Amplifier:10,Duration:0,ShowParticles:0b},{Id:13,Amplifier:10,Duration:0,ShowParticles:0b},{Id:14,Amplifier:10,Duration:0,ShowParticles:0b},{Id:15,Amplifier:10,Duration:0,ShowParticles:0b},{Id:16,Amplifier:10,Duration:0,ShowParticles:0b},{Id:17,Amplifier:10,Duration:0,ShowParticles:0b},{Id:18,Amplifier:10,Duration:0,ShowParticles:0b},{Id:19,Amplifier:10,Duration:0,ShowParticles:0b},{Id:20,Amplifier:10,Duration:0,ShowParticles:0b},{Id:21,Amplifier:10,Duration:0,ShowParticles:0b},{Id:22,Amplifier:10,Duration:0,ShowParticles:0b},{Id:23,Amplifier:10,Duration:0,ShowParticles:0b}]}
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Water bottle that remvoes status effects

    No, I've tried that too:

    Poison potion:
    give @a minecraft:potion 1 0 {CustomPotionEffects:[{Id:19,Amplifier:0,Duration:1000,ShowParticles:0b}]}

    Curing Potion:
    give @a minecraft:potion 1 0 {CustomPotionEffects:[{Id:19,Amplifier:0,Duration:0,ShowParticles:0b}]}

    The "Curing Potion" doesn't cancel out the effect.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Water bottle that remvoes status effects

    Is there a way to make a water bottle remove status effects, like a bucket of milk will? I know you can make one that gives effects, i.e.

    give @a minecraft:potion 1 0 {CustomPotionEffects:[{Id:19,Amplifier:0,Duration:100,ShowParticles:0b}]}

    Which will give Poison level 1 for 5 seconds. I thought maybe setting the duration to 1 would cause the effect to instantly end:
    give @a minecraft:potion 1 0 {display:{Name:"Purified Water"},CustomPotionEffects:[{Id:19,Amplifier:0,Duration:1,ShowParticles:0b}]}

    But no go.
    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Summon fallingsand without placing block

    Is there a way to summon a fallingsand entity that won't place a block when it lands? I'd like to have it just disappear when it lands.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Invisible Skeleton Equipment

    I've been experimenting with making a playable Jumanji map (like the old movie/board game), and the invisible skeleton was going to be part of the flowers that shoot poison darts...

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Custom Death Messages

    Hah! So you're right!


    The only problem here is the verbs it uses, i.e. billybob884 was slain by Mr_Zombles, or blown up by Mr_Creeper...


    My idea from there was to use a falling anvil with a custom name... "billybob884 was squashed by falling Ice_Block" would work:


    /summon FallingSand ~ ~10 ~ {Block:"minecraft:ice",Time:1,HurtEntities:1,FallHurtMax:20,FallHurtAmount:2,CustomName:Hail,CustomNameVisible:0b}


    Unfortunately this just produces "was squashed by a falling block", as well as actually places the ice block...

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Invisible Skeleton Equipment

    So I know how to summon an invisible skeleton using the ActiveEffect tag, but unfortunately this doesn't seem to apply to it's equipment; I still want the skeleton to have a bow and be able to fire, but I was hoping to have the bow invisible as well. Is this possible?

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Destroy minecart with comman block

    Thanks anyway though.

    Posted in: Redstone Discussion and Mechanisms
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