Essentially it's a feature that allows you to create 'objectives' which can have custom conditions. For example, you can make a score based on how many mobs a player has killed, how many times a player has died, and more. You can also create dummy objectives where the value only changes by commands or command blocks. Does that make sense or is it a bit confusing?
Simple. Here's some pictures of how you can do this.
This example gives the player 10 exp levels for selling a diamond sword.
For the first commandblock you need to put in the command:
clear @p (the item ID of the item you are selling)
For the second commandblock you need to put in the command: xp @p (the amount of exp they will receive)
There is a drawback to this design. The first command block is a clear command meaning it will take ALL the players diamond swords and give them only the amount of exp for 1. The player must be aware to only have 1 of the item in their inventory.
This does work great but it won't work for stack-able items (wood).
You know how you can add a level limit? Can u add an item limit?
(Im going to try to do research but please help too)
[lm=5] - When you add [lm=5] next to @p it creates a conditioner. lm stands for 'level minimum' so the command block will only give the closest player a diamond sword IF he/she has a minimum level of 5.
As for SELLING an item to a shop, the redstone comparator will activate if the command block successfully clears the item from the inventory of the player.
This does work great but it won't work for stack-able items (wood).
You know how you can add a level limit? Can u add an item limit?
(Im going to try to do research but please help too)
For selling items you can't use stacks of the item because the first command block clears away ALL of that item that the player has. At least, not with the design I gave for selling items. I am not sure of a way to make it the shop detects how much of the item you have unless you use hoppers which is a lot more complex.
What do you mean by "You know how you can add a level limit? Can u add an item limit?"
If you mean can you make a player only able to have a certain amount of exp levels then yes but I'm not sure if that's what you are talking about.
I actually used that in my latest custom map, but forget to update the post.
Check out my server!
is it like this?: give @p r=10 388
Like this:
Check out my server!
Check out my server!
Check out my server!
U make youtube videos about minecraft? I should subscribe to you.
Im trying to sell items for xp now but i cant find how... help?
This example gives the player 10 exp levels for selling a diamond sword.
For the first commandblock you need to put in the command:
clear @p (the item ID of the item you are selling)
For the second commandblock you need to put in the command:
xp @p (the amount of exp they will receive)
There is a drawback to this design. The first command block is a clear command meaning it will take ALL the players diamond swords and give them only the amount of exp for 1. The player must be aware to only have 1 of the item in their inventory.
Check out my server!
You know how you can add a level limit? Can u add an item limit?
(Im going to try to do research but please help too)
Find me on Twitter and Steam as TotalTonix.
As for SELLING an item to a shop, the redstone comparator will activate if the command block successfully clears the item from the inventory of the player.
For selling items you can't use stacks of the item because the first command block clears away ALL of that item that the player has. At least, not with the design I gave for selling items. I am not sure of a way to make it the shop detects how much of the item you have unless you use hoppers which is a lot more complex.
What do you mean by "You know how you can add a level limit? Can u add an item limit?"
If you mean can you make a player only able to have a certain amount of exp levels then yes but I'm not sure if that's what you are talking about.
Check out my server!
Check out my server!