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    posted a message on [The WDITYSL Update!] Command Block Programming Language

    Hi! I'm back!

    I think that it maybe better to weite a language that does not need to learn so much syntax, but just type in the commands, the syntax are optional. Also, that can help users to write commands faster and easier.

    For example:

    say this is a command
    //a score == 5
    testfor @a[a==5]
    cond:say success

    What do you think?

    Posted in: Minecraft Tools
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    posted a message on [Project] PCC needs HELP!

    Yup, features such as prefixes are not the defining factor of the project, those custom commands and inline features are the defining factors. I will try to find features that users really need, and try to implement them. Also, i think a sublime text plugin for autocomplete, folding and highlighting is needed(I've written an autocomplete mechanism in the previous project 'PCB', so it should not be a problem :D).

    I wonder if i should include the feature of calling module, what i mean is to call the module in that game tick. The principle is simple: load a long chain of chain command block, and use structure block to clone the module into it. However there are several problems. First, that chain has to be really long, or it would be meaning less. Second, if there are not enough space for the other module, it would be a problem as i need to save it in memory and wait for another game tick, and clear the commands after the 'call module' commands.

    I've written a script for generating structure block about 1 month ago, it is actually able to go past the 32*32*32 limit. However, i am concern about if that would cause bugs/lags as chunk loading for long structure such as 100*20*5 might be an issue, so i think keeping the limit should be better(just generate several .nbt file if needed). For several OOC, the problem is that it maybe too clumsy to import many OOCs. So i think that providing two options for the player to choose would be better.

    Also, this should be open source, i am writing the readme.md now:D.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [Project] PCC needs HELP!

    Thank you for you advise! You let me notice that i missed a few things to talk about. I would try to host that on a website.

    First, the output of this interpreter is actually an OOCo(maybe a number of OOC if there are a lot of commands) or a .nbt file(structure block). For this reason, the multiline feature actually helps as the intepreter needs a way to figure it out if it is one command or multiple commands.

    Second, there maybe other tools that have similar feature, as prefix is actually important in these kinds of tools. Although the main point of this project is not these part(and cannot be these parts as there are too few features), these are still needed to make this a completely useful tool. (actually, i think the main point of these prefix is that they are simple and easy to remember)

    Third, for the features. I think those features can be implemented as custom commands. Those commands i've written are just basic ones, and we can write some 'higher level' commands to do things such as controlling the rotation, tp forward etc. I don't think this would be a problem.

    Last, for the language part. Maybe i should write it in java. Thank you!

    Posted in: Commands, Command Blocks and Functions
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    posted a message on [Project] PCC needs HELP!

    As a command block player, i always wanted to simplify some of the logic and syntax of command and command block.


    This project is to simplify the syntax of some commonly used command/pattern, and some of the logic, into something simple.


    Project(detailed description): haven't started coding. https://github.com/pca006132/PCC


    The main concern is the effectiveness of the generated commands, so i will try my best to optimize the logic.(some of the logic are tested and they should be ok)

    I know that my ideas are not comprehensive enough, so i need YOUR HELP.


    If you are a command block player who is interested in this project, i hope that you can give suggestions to different features, and tell us what you want.

    If you are a programmer who is interested in this project, just come and discuss/commit, it is always appreciated.


    Although i haven't start coding yet, but i think that if we can finish thinking about the syntax and features, it would be fast to finish this.


    btw, i am wondering should i use java or python in this project. Can you give some idea? Thank you.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Spawnpoints or Teleportation Help

    i am wondering where should i post about my project, mapping tools or command block?

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Spawnpoints or Teleportation Help

    For the /execute ~ ~ ~ scoreboard players operation @e[c=1,type=ArmorStand] id = @p #maxid, it should be /execute @e[c=1,type=ArmorStand,tag=new] ~ ~ ~ scoreboard players operation @e[c=1,type=ArmorStand] id = @p #maxid. When you summon the ArmorStand, it is better to have a tag 'new', and remove the tag after finishing scoreboard operation with it, to make sure that you won't mess with other armorstands.


    The last command is wrong. The player who should execute that command is the player who NEED TO BE TELEPORTED BACK, but not @p, because we are comparing the id of the player who need to be teleported back with the score of armorstands, rather than comparing score of the armorstands to the id of the nearest player.


    I am sorry that my explanation is quite confusing:P, I am not familiar with explaining. Sorry for no highlighting as i type it on my phone.

    Hope that you will become a master in command block and having fun with it.:D


    Btw, i am trying to simplify these logics into something like coding(features like converting expression into operations, custom commands for some clusy work, if/else statements etc.), there are a lot of works that need to be done(coding and logics in command block), if you are interested in it, can you please give your email to me? So we can discuss about the syntax and logics etc.

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Command sign error: data tag parsing failed unexpected token

    What is the version you use?

    For 1.8, this should be ok.

    Buf for 1.9+, equipment and dropchances are changed to HandItems(and ArmorItems) and HandDropChances(and ArmorDropChances).

    You can check those NBT tags here: http://minecraft.gamepedia.com/Chunk_format#Mobs

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command sign error: data tag parsing failed unexpected token

    I would be happy to play the map:D

    Btw i am trying to make a 'compiler' that can convert something like code to commands, i want to see if you are interested and what kinds of feature do map makers needs. If you are interested in it, i will start to translate those logic into english(i haven't started yet because it is a relatively large project and i am quite busy now :(, i've just started to think about the logic and the syntax, and wrote them in a documentation in chinese lol)


    That thing can convert expressions into scoreboard operations(of cause, just + - * / % =, and comparison such as equal or larger than/smaller to etc.).

    Also, that can convert something like if statement into chunks of commands, here is the script i've written for checking the logic: https://github.com/pca006132/command-block-simulator (syntax there is some of the syntax of the compiler project)


    There are a lot of planned features, and the main difference between this and other developing 'compiler' is that, for this project, commands would not be changed into something like functions, and i will only implement extra commands/expression pattern, so command block users can use that easily.

    For example(This is a if block),

    if:
    testfor pca
    or
    testfor pcb
    then:
    say 1
    if:
    testfor @a[r=5]
    then:
    say 2
    else:
    say 3
    else:
    if:
    testfor pcc
    then:
    say 4
    else:
    say 5

    I hope that those syntax are self explanatory, and users can learn them in a short period of time.

    If you are interested in this project(don't need to write the code, but just discuss about features and syntax), you can email to me.

    Email: [email protected]

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command sign error: data tag parsing failed unexpected token

    Sorry, i forgot to check your NBTs.

    Your NBT Tags are wrong.

    You need to know that the tag inside '{}' in /give commands are the tags inside 'tag' tag in item's tags.(lol)

    For example, {id:"wooden_button",tags:{CanPlaceOn:["minecraft:stone"]},damage:0,Count:1}


    Commands:

    /give @p sign 1 0 {BlockEntityTag:{Text1:"{\"text\":\"Wither\",\"color\":\"dark_red\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/summon WitherBoss ~ ~1 ~ {Equipment:[{id:\\\"wooden_button\\\",tag:{CanPlaceOn:[\\\"minecraft:stone\\\"]},damage:0,Count:1},{},{},{},{}],DropChances:[1f,0f,0f,0f,0f]}\"}}"},display:{Name:"Custom Sign"}}

    /give @p sign 1 0 {BlockEntityTag:{Text1:"{\"text\":\"Blaze\",\"color\":\"gold\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/summon Blaze ~ ~1 ~ {CustomName:\\\"THE BOSS\\\",Equipment:[{id:\\\"wooden_button\\\",tag:{CanPlaceOn:[\\\"minecraft:stone\\\"]},damage:0,Count:1},{},{},{},{}],DropChances:[1f,0f,0f,0f,0f],Attributes:[{Name:generic.maxHealth,Base:60},{Name:generic.attackDamage,Base:5},{Name:generic.followRange,Base:100}]}\"}}"},display:{Name:"Custom Sign"}}

    /give @p sign 1 0 {BlockEntityTag:{Text1:"{\"text\":\"Guardian\",\"color\":\"aqua\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/summon Guardian ~ ~1 ~ {Attributes:[{Name:generic.followRange,Base:100},{Name:generic.attackDamage,Base:6},{Name:generic.maxHealth,Base:50}],Equipment:[{id:\\\"wooden_button\\\",tag:{CanPlaceOn:[\\\"minecraft:stone\\\"]},damage:0,Count:1},{},{},{},{}],CustomName:\\\"Guardian of The Treasure\\\",DropChances:[1f,0f,0f,0f,0f]}\"}}"},display:{Name:"Custom Sign"}}


    These should be OK :D

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Spawnpoints or Teleportation Help

    criteria for throwing ender pearl should be stat.useItem.ender_pearl.

    You can execute players who has that score >= 1 to summon an armorstand.


    tp back to their armorstand: give a unique score to players(give a score to player and add one...repeat this, you should do it at first), and summon the armorstand, and 'execute <player selector> ~ ~ ~ scoreboard players operation @e[c=1,type=ArmorStand] objective = @p objective' to give them the same score. When you need to teleport the player back, just 'scoreboard players operation @e[type=ArmorStand] objective -= <player> objective'

    And you can teleport the player back to the armorstand having 0 score.


    When those armorstands should be killed: when there are no ender_pearl(maybe you should delay for a few gameticks)

    Posted in: Commands, Command Blocks and Functions
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    posted a message on How to people make an xp bar timer

    Actually it is the /xp command...

    But the most important thing is you need to find out the relationship between xp and the display... which is quite clumsy

    Posted in: Commands, Command Blocks and Functions
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    posted a message on Scoreboard

    Can you please give more information about your need? As i cannot find out any wrong with this command.

    But i think it is because 'score_dummyp=0', actually it means 'score of dummyp <= 0'

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Testfor

    What you need is scoreboard, or something to deal with the 'auto' tag of command blocks.

    Scoreboard:


    scoreboard players set have_armorstand obj 0

    execute @e[type=ArmorStand,x=565,y=56,z=368] ~ ~ ~ scoreboard players set have_armorstand obj 1

    ————————————————————————————————————————————————————————


    cond:<command> means that command is in a conditional command block

    mark <name> means that at the coordinate of the next command block, there would be an armorstand named <name>

    Commands dealing with auto tag of command block(in 1.9/1.10):

    execute @e[type=ArmorStand,name=false] ~ ~ ~ blockdata ~ ~ ~ {auto:1b}

    /testfor @e[type=ArmorStand,x=565,y=56,z=368]

    cond:execute @e[type=ArmorStand,name=false] ~ ~ ~ blockdata ~ ~ ~ {auto:0b}

    mark false

    <command that need to be executed>

    P.S. For each commands that need to be executed when the testfor command is fail, they need a mark before them, or you can just use conditional if wanted(but if one of the command inside it is failed, the commands after it would not be executed)

    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command sign error: data tag parsing failed unexpected token

    Reason: for "" inside "" inside "", it should be escaped as \\\"\\\", the reason is that if you only use \\", the " would not be escaped, so there would be illegal token after it.

    Escape rule: \ -> \\, " -> \"

    Just follow this rule, escape them layers in layers and you will be fine.


    Commands:

    /give @p sign 1 0 {BlockEntityTag:{Text1:"{\"text\":\"Wither\",\"color\":\"dark_red\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/summon WitherBoss ~ ~1 ~ {Equipment:[{id:\\\"wooden_button\\\",{CanPlaceOn:[\\\"minecraft:stone\\\"]},damage:0,Count:1},{},{},{},{}],DropChances:[1f,0f,0f,0f,0f]}\"}}"},display:{Name:"Custom Sign"}}

    /give @p sign 1 0 {BlockEntityTag:{Text1:"{\"text\":\"Blaze\",\"color\":\"gold\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/summon Blaze ~ ~1 ~ {CustomName:\\\"THE BOSS\\\",Equipment:[{id:\\\"wooden_button\\\",{CanPlaceOn:[\\\"minecraft:stone\\\"]},damage:0,Count:1},{},{},{},{}],DropChances:[1f,0f,0f,0f,0f],Attributes:[{Name:generic.maxHealth,Base:60},{Name:generic.attackDamage,Base:5},{Name:generic.followRange,Base:100}]}\"}}"},display:{Name:"Custom Sign"}}

    /give @p sign 1 0 {BlockEntityTag:{Text1:"{\"text\":\"Guardian\",\"color\":\"aqua\",\"clickEvent\":{\"action\":\"run_command\",\"value\":\"/summon Guardian ~ ~1 ~ {Attributes:[{Name:generic.followRange,Base:100},{Name:generic.attackDamage,Base:6},{Name:generic.maxHealth,Base:50}],Equipment:[{id:\\\"wooden_button\\\",{CanPlaceOn:[\\\"minecraft:stone\\\"]},damage:0,Count:1},{},{},{},{}],CustomName:\\\"Guardian of The Treasure\\\",DropChances:[1f,0f,0f,0f,0f]}\"}}"},display:{Name:"Custom Sign"}}

    Posted in: Redstone Discussion and Mechanisms
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